Oh Rapture, decadent and yet so attractive. Any fan of Bioshock dreamed of through the city before its fall and it is now possible thanks to the narrative DLC Bioshock Infinite, Burial at Sea. Consisting of two episodes in which you play as Booker Dewitt and Elizabeth, you discover Rapture, December 31, 1958, just hours before the fatal tipping that the city will sink into horror. However be careful, because it will have completed the campaign Bioshock Infinite hope to understand all the ins and outs of this DLC.
DTGReviews is mounted bathysphere and joined the city of Andrew Ryan to deliver a complete solution of adventure that will allow you to get your hands on all the audio logs, all plasmids and win all achievements / trophies.
DTGReviews reminds you that the complete solution of Bioshock Infinite is also available on the site. Here: Bioshock Infinite Complete Walkthrough.
Table of Contents
Bioshock Infinite walkthrough
1 - The story of Bioshock Infinite: Burial at Sea
2 - Secrets of Bioshock Infinite: Burial at Sea
Achievement / Trophy
The story of Bioshock Infinite: Burial at Sea
This part of the full walkthrough of Bioshock Infinite: Burial at Sea presents the journey of two episodes that make up the DLC and you can pick up all the objects As you progress.
Burial at Sea Episode 1 - Booker DeWitt
The full path of the first episode of Bioshock Infinite: Burial at Sea where you play as Booker DeWitt in an even radiant Rapture but on the verge of sinking.
Arrival at the station Fontaine
Flag - Second floor
Out of a bad dream by the arrival of a customer, you get to know a cooler and older than Elizabeth in Bioshock Infinite. You approach her and turn her cigarette with the key that appears on the screen to listen to introduce themselves and hire you for a very personal mission, find a little girl, Sally, think Booker died.
Discover what Elizabeth knows about Sally
Once Elizabeth left the office, then join by opening the door to discover Rapture like you've never seen. Follow Elizabeth on the stairs while you learn more about your new mission. Each individual on the street something to say, so take the time to listen to immerse yourself in the life of the city of Andrew Ryan. A Ryan also has his detractors among the population even if the subject of favorite "Rapturien" conversation this evening's Eve New Year 1958 is the mass arrest of men Fontaine.
On your way, you catch a strange procession of little girl with pale face lead by a domineering woman. Booker learns that Elizabeth is famous Little Sisters of ADAM plants. Keep driving past a pneumatic tube station which serves to Rapture then spend a large door come face to face with a celebrity in the world of Bioshock, a Big Daddy at work outside of the city.
In this street, take the time to enter the 907 building to pick up a first audio diary behind the counter.
Keep enjoying the loops Rapture and visit the Andalusian Arms on the left to learn a little more about this reality Booker, before getting into the elevator at the end of the street to go to the next zone.
After the conversation with the elevator Elizabeth you arrive in the largest area of this first episode, High Street. Here you will find many shops and restaurants, which contain most interesting things.
At first, mount directly to the floor on your left to enter the store house Vosges because basically, in a fitting room is a second audio log.
Upstairs, take the opportunity to go see the movie to learn all that is near the fountain. Descend at the Bar "Lost time" and visit the liquor store to his right to find a second cinema Knowledge for All, and learn the reaction of the tenant that Booker is a frequent visitor.
Then you head to the jewelry The Golden Rule at the bottom right of High Street, but do not go in right away, prefer moving to the right, you find a new movie to know all about your left.
Continue through the door to Dinner "Watched Clock". Go to the kitchen of the establishment through a door on the right or left and pick up an audio diary on a work plan. This audio diary contains a code to enter the maintenance room.
Retrace your steps, the room is on your left opposite the cinema Knowledge for All. Enter the code 2076 and then you grab the fourth audio diary on a table.
Enter the Club Cohen
Now that you have all the collectibles locations, instead following the plot. You have probably spotted the imposing Cohen club that bears his name. This is the source of Elizabeth. Go to the entrance of the club and then knock on the door for you to fail for lack of invitation. A sign to the left of the door tells you the list of stores receiving a necessary mask to join the small group of Cohen. The Artist's Struggle, The Golden Rule, and finally Rapture records. You will have to visit each of these stores, because no matter the order of your visit, the good shop will always be the last you visit.
Retrieve the mask of a local artisan
As a first step, go to the jewelry The Golden Rule, right club Cohen. Discuss with the owner Elizabeth turns his attention. Slip behind the counter and search the safe gentleman at the bottom of the reserve.
Take the opportunity to steal the jewels present then open the box, if this is your first visit, does not contain the mask. Get out of the store in time to see Elizabeth whack the owner.
Now go to the floor by the stairs on your left and enter art shop, The Artist's Struggle. Apply the same technique by talking to the owner for him to do a small tour in Elizabeth. Go behind the counter, while it seeks to play a great number of young naive and impressionable girl. The mask box is located next to the vault on a metal table.
Finally visit the Rapture Records which is on the left of the elevator by which you came. Inside, talk to the owner again and go to the store while Elizabeth plays this time his card seductress. The mask box is in the right part of the reserve on a table. If you followed the order of this guide, you are now in possession of a mask invitation that allows you to access the club Cohen.
Return to Club Cohen
Return to the door of the Club, a message informs you that you can not go backwards, so make sure you have collected all the hidden objects before accepting. You burst into a room with a disturbing whiteness, go to the bottom servant who opens a door to a room so dark this time. Go straight to finally reach the small party Cohen.
Go down the stairs to join Cohen in person and talk to him after he coldly executed two models. Elizabeth was not deceived; the man knows the position of Sally. But before you reveal it, it asks for a dance, get up close to Elizabeth and press the button on the screen to start a dance electric...
Arrival at the station Fontaine
After your little dance with Elizabeth you wake up in a bathysphere towards Fountains station. On the descent of the craft, Booker takes out a gun with only three bullets in the magazine and you will get used to it because this first episode will force you to use the trap function plasmids hoped to get out alive. Things are getting serious, you discover an area reminiscent of the first Bioshock, including ruins and splicers. Take the time to search the offices and watch the two cinemas Knowledge for All at the bottom right and left of the room, which shows you all the talent (or madness) of Sander Cohen.
Continue until a gate blocking your way. On the left is a cold man hanging upside down with his hand, a cluster-sky, called in this universe a Captain. It allows you to stop you from hooks, slip on aero tube, or, attack in hand-to-hand combat your enemies. Come back to the grid and use the Captain you suspend the hook. You get stuck a few moments to see splicers fight, one of them uses a plasmid ice to create a bridge.
Once fled into the elevator, you unlock the Captain, attack the two remaining splicer using an aerial attack then aim at the following head. Remember to search the body to find life, ammunition and money. You see through the window your destination, the building Housewares where Sally from Cohen.
Get in the elevator the splicer ice borrowed earlier on the left. You arrive in the House - First floor. A splicer talking to myself, it's time to use a novelty of this episode. Crouch and once in the back of your enemy, hold the attack in hand-to-hand combat to neutralize once women. Other splicers roam around, neutralize them before searching the premises for money. The tram station is right in front of you, but the floor collapsed. You will need the splicer plasmid ice used earlier to build you a bridge.
Find a way to freeze water
A statue invites you to visit the Rapture on ice, an ice rink where you have strong chance of getting your friend ice. Before you move in this direction, and if you have enough money, take advantage of two distributors, which allow you to buy upgrades for your plasmids or ammunition. Please understand that to achieve success "Equipment 100%" of buying both available upgrades for the Winter plasmid of yesteryear, it is preferable to limit the purchase of ammunition and life.
Tip: If you use "Possession" on a distributor it will give you more room to pick up at the foot of the machine.
Visit Rapture On Ice
Now take a right towards the ice. The door is closed, ask Elizabeth you pick the door. You arrive in an area where many splicers trying to enter the Daily Bread. Charge your power kiss the devil to drop a trap at their feet. Once neutralized group, mind you the last recalcitrant upstairs.
Up the stairs you see the passage of the splicer ice at the bottom of the piece on a wall you find a hook as well as food. Descend at the Daily Bread and Elizabeth ask you to open the door.
Inside, kill the splicers present, then pick up the audio diary behind the counter, and the first infusion on a shelf.
On the lower floor, consider picking up anything lying around and above the piece of equipment Shirt - Mousetrap improved, behind one of the benches at the bottom right. Get out of the restaurant and go upstairs, just at the restaurant there is a vent pipe, accessible squatting.
Go inside and kill the splicer quietly inside, before recovering an audio diary and a hook on a box. Exit the vent and destroy the turret with a fire trap to begin to increase the success / trophy "Luddite confirmed" that requires you to destroy 10 turrets.
In fitting room left collect equipment Pants - Leech immoral and hook on the table. This loop area, return to the frozen part, and hang with your Captain to cross the chasm and go upstairs.
A battle rages between several splicers, let kill each other and finish the victors. Think recover equipment Hat - devilish eye on the counter Workman's wear. Before taking the elevator Home Delivery, enter the Haberdashery store on the right.
Go pick up a new audio diary in the dressing room at the bottom right. On the left is a new device Hat - Extended Strike.
Remember to destroy the turret that protects the premises until a splicer not care if you want to get success / corresponding trophy. Once finished, take the door marked Deliver Home Elevator to access the second floor and see the face of men changed into ice, you're in the right direction.
Flag - Second floor
Upon arrival on the second floor you notice an aero tube that leads you to the upper floor to the ice, but before you get there, cross the room to the back door that leads to the section Womenswear. Enter here quietly in the jewelry on your right because inside of rodent splicers.
Once the site cleared of enemy presence, ask Elizabeth to open the door at the bottom left against 3 hooks. Inside, pick up the audio log that contains the code.
Coming out of the room, your eyes are certainly attracted by an infusion on the stalls of the store, between several models. Beware, because the model is not one, and you are attacked by a group of splicer, kill them before getting the infusion.
Then exit jewelery asking Elizabeth to unlock the door without the need to join the worst hook shoe store on the floor. Get rid of splicers and think to pick up the hook in the hand of a corpse near the counter. Then use the code 0928 recovered in the previous audio log to open the locked door.
Inside, you face a splicer and turret fire to do the talking your way in the back room that contains a new audio log. Also retrieve the equipment Pants - Agility which is on a bench.
You're done with the women's department, return to the central pavilion and use aero tube to reach the top floor. Neutralize splicers number and therefore before joining the rink still made a stop at the extreme left of the premises, in the department of plasmids Fontaine to collect a famous plasmid, the Electro quartz.
Kill the splicers then ask Elizabeth to open up the vault in the center of the room against 3 hooks. Inside, you can not find unless infusion and an audio log.
Then pick up the bottle containing the Electroquartz located on a display in the store right. You are now about to reach the ice. Get out in the central pavilion and take the large door in the center.
Souvenir shop in front of you can be open by bypassing and using your plasmid Electro quartz against the door mechanism. Inside, you pick up a newspaper and audio equipment Boots - Almighty. There is also a safe Elizabeth can open against one hook but that contains only money, always useful to buy improvements plasmids.
Eliminate ice splicer
Continue towards the ice, this time a second store on the right can be visited. You will find a rifle on a frozen body. Then get ready to fight, because you will face one of the biggest gatherings of enemies in this first episode. Act discreetly and abuse traps plasmid to neutralize multiple opponents at once. If you run out of ammunition or Adam, you can find valuable resource in the round platform.
Take the Winter plasmid of yesteryear in the window
Once the dust settles, approach the small window in the center of the room containing the plasmid Winter yesteryear and ask Elizabeth to pick the lock. But the plasmid is no longer there, only empty bottles remain. Elizabeth opens a loophole to reality or the bottle is still there. Recover plasmid that allows you to freeze your enemies and water. This also marks the beginning of the appearance of faults Elizabeth can open and represents a significant supports in clashes saw little ammunition present.
Return to burst pipes first floor
Return to the central pavilion and kill the splicers then descend to the lower floor using aero tube. Use your plasmid Electro quartz to restart a lift at this level and climb in to join in an instant the first floor. Remember to look under the lift itself to get money and equipment Shirt - Magic Bullet.
Create an ice bridge leading to the tram station
Your route is marked out to the tram station, still take the time to join the Ready-to-wear store on the left, using the plasmid Winter yesteryear to create a bridge and go retrieve the audio diary in one of the dressing rooms at the back of the store, not without having cleared the scene of the presence of splicers.
Return to finally create an ice bridge in the center of the flag to join the tram station and consider recovering equipment Pants - Earnings Mortel on a bench to the left.
Take the tram to the housewares
Then head to the bathysphere at the bottom of the room and pull the lever to join the department housewares permanently. So be sure to have recovered all the items before leaving this level.
Upon arrival to housewares, you see Sally being sued by a splicer before fleeing in a vent. Kill the splicer and then interact with the leads but without success, the girl has already taken off.
Elizabeth is a map of the proposed facilities and close each output and increase the temperature to remove the child from the central exhaust. There are 5 windsocks to close. Search the site and do not forget the hook at the foot of the dummy in the kitchen on the left, and Elizabeth ask you to provide access to the electronics section.
Close all windsocks In this large room is a windsock to close. Of splicers trying to get Sally the duct pulling with a teddy bear. Prepare them a trap to get rid of the group quickly then close the air intake. An elevator shaft lies destroyed on the ground, pick up within an audio diary containing a code that will give you access to a powerful new weapon later.
On the right of the room, and a part flooded is electrified by electric cables. Use your old Winter plasmid to freeze the water surface and go pick up the latest episode plasmid, Comber. It allows you to levitate enemies in the air for a few moments.
Now mount on the floor on your left for a visit to the Bistro. Inside, defeat the first splicer discreetly then kill those on the lower floor, with your electric plasmid feet when they are in water. Then close the new handle to room air and pick up the audio diary that sits on the kitchen counter.
Elizabeth Booker then pointed the presence of a mysterious weapon behind a gate, it is a stove-radar. Enter previously found in the audio diary of the elevator or the 3958 and pick up the devastating weapon code. Attack splicer allows you to quickly test your new toy. After some exposure to the radius of the weapon, the splicer hit explodes causing damage to surroundings. To achieve success "Chain Reaction", do not hold the shot too long, because the weapon is another splicer automatically once the first shot. Load your shot rather a splicer and wait it explodes before firing again.
Get out of the bar and through the door Appliances - Toys. Eliminate splicers then go retrieve the audio diary in the customer service section.
Enjoy also to close the air intake. The safe contains the desk this time although money and alcohol against 3 hooks to open it. Make sure you have at least 4 because you need to get an audio diary afterwards.
At the Toys, the path is blocked by an electrical battery. Ask Elizabeth to pick the shop door of wedding dress against one hooks.
Inside, kill the splicer delusional and pick up the audio diary behind the counter. Take also the equipment Hat - Elementary Surprise.
Then take the left path to the library. Mount directly to the floor to close the following windsock and take care of splicers present.
Descend to the ground floor and go through the door at the bottom near cash registers. Close the last door on your left, just before asking Elizabeth to open the showroom door.
Find central exhaust in the toy department in this new room, kill the splicers by drawing in the flooded part to use your electric plasmid or attract their attention by opening the lure fault. Next door is unfortunately locked from the inside. Elizabeth proposes to crawl into a ventilation duct to go open. Make it short scale and get ready to experience the arrival of several splicers. Once the last wave, return to the Elizabeth door opens.
Now take the left and create a bridge of ice with your old Winter plasmid to access an office on the far left contains the latest audio diary episode allows you to unlock the success / "Lover" trophy. Also pick up equipment Shirt - vital Rail next door.
Back up the stairs and turn right to the toy section. You arrive in a huge room, traveled a long aero tube. You approach the windsock for Elizabeth throws a glance. But the little Sally has yet to show the tip of his nose.
Mount the thermostat Spend the large double door behind the vent and then go mushrooms to reach the door Employees only. In this small room turn the crank to raise the temperature up. A cry rang out, return quickly at the windsock.
Catch Sally Interact with the windsock to the little girl out, but it resists and then you are attacked by her protector!
Remove the protective A tough battle awaits you, use your shield to slow plasmids and allow you to inflict damage with your guns. Beware his drill-grab it uses to bring his level. Use the width of the room and it contains many resources to overcome the monster metal.
Save Sally Once defeated, return to the windsock and interact with to complete this first episode of Bioshock Infinite - Burial at Sea!
Burial at Sea Episode 2 - Elizabeth
The full path of the second and final installment of Bioshock Infinite: Burial at Sea where you play Elizabeth in a Rapture sinking. You will shed light on many events of Bioshock first name and bouclerez of the most beautiful ways a series of the most influential video games of this generation.
Cafe "pocket of time"
School Ryan the Lion
The Cupid's Arrow
Repair the machine Lutèce
Return to Rapture
The master card
Cafe "pocket of time"Episode 2 opens with a magnificent view of Paris. After the sequence with the painter who offers a portrait Elizabeth you are free to stroll in this fantasy vision of the most beautiful city in the world. No enemy here just many people who all have something to say, so take the time to listen and stroll to the sound of "La vie en rose" from Edith Piaf.
Continue down the street until down stairs where twitter bird alights on the hand of Elizabeth. Lowest Store raises the question of Lutèce in Bioshock Infinite, or the bird cage.
Continue on the docks until you find a girl with a red balloon. Approach her to talk to him. You notice that this is Sally, the little sister of the first episode. She lets out his ball and went in pursuit. Follow the girl in the streets became eerily dark and gloomy.
You finally get to a well-known door, the Dewitt Investigations. Open the door to see a boiler up to pressure then turn around to trigger a cutscene and wake up to Rapture.
School Ryan the Lion
Exit the toy store
After the conversation with Atlas, pick up the doll head on the ground. You must now leave the toy store. The area of your fight against the shield in the first episode is completely empty, so mount directly on the shelf reversed then made a complete tour of the room until you reach a wall collapsed.
Interact with rubble to discover a sad sight. You get into a boat with the Lutece. Once the lighthouse, off the boat to trigger another cutscene and regain control of Elizabeth.
Enter the elevator and use the lever to descend.
You'll have to crawl into a conduit protected from splicers. This is an opportunity to learn more about the different types of soil that you will encounter in the episode. Indeed, one featuring Elizabeth, you will need to exercise discretion, and each soil type is more or less noise. Of course broken glass and puddles are among the noisiest, so be very careful when you move to these areas, avoid them as much as possible.
Let yourself fall then the duct to reach an area where you find your first enemy. You need to sneak up on him without arousing his suspicions and use your Captain to knock a net shot. You notice a flag over his head. Gray, it you have not noticed yet, yellow he asks questions and it is red alert. This indicator is very important because it determines the amount of damage you inflict on the enemy. So if you hit an enemy in gray or yellow status. If, against the enemy is on red alert once the Captain shall have the effect that the slow down for a moment. You have to go hide then return to the charge once the alert level down.
You arrive in school Ryan the Lion. This school is filled with fun and interesting from the point of view of the universe of Bioshock slogan, take time to stroll. You will also find that you can visit ventilators usually taken by the sisters. This element of level design is very interesting from the point of view of infiltration because you can often bypass enemies this way. You will also often find some collectibles inside, like money or food. A second splicer trying to open a locked door, approach him quietly as the first time and knock it a good shot in the neck. Loot his body to find your first hook. Since Bioshock Infinite, we learned that Elizabeth was very comfortable with the lock picking. Now that you incarnate is the opportunity of a new mini-game to represent this action. You must interact with the lock to launch a cross-sectional view.
The mini-game is to press the action button at the right time to remove a pin. These pins are available in three different models, white, blue and red. All three open the lock, but the effects are different. So if white simply open the door, red also trigger an alarm, and blue allow you to retrieve the alarm mechanism to make a special tile for the crossbow.
Once the door is open, search the premises including the vent to get food and a little money. Finally you head for the door at the bottom right which is held closed by a crossbow. Interact with to get your new best friend. The crossbow can fire up to three different types of tiles, the first and most common anesthetic tiles, smoke tiles and tile lure sound. At the moment, you only have access to tile anesthetics.
Be careful because three splicers roam the canteen. They split up, standing in front of a statue, another joined the office behind the kitchen and made a third round in the main room. Take advantage of what you have learned about the neutralization of your opponents and hide in the pipes if you are spotted. It goes without saying that you need to constantly move crouched to the least possible noise. Remember to search every body, it is sometimes possible to recover an anesthetic tile already in use. You can also grab the gun of your opponents if you do not play in 1998 fashion in which case you can only use a crossbow during the entire game. Search the site in search of food and money such as offices and exit the school through the door overhung by a red neon Exit.
The Cupid's Arrow
Go to the "Silver End» restaurant
On leaving school you reach a small square where a billboard informs you about the likely location of Suchong. Indeed, the "Silver End" restaurant was closed by Dr. This site is an opportunity to find the Cinema knowledge for all. Two in number, the first "Men and free markets" is on the right next to a dispenser.
The second, "Sex without compromise" is to the left of the entrance of Cupid's Arrow (image3). Although you had to go to the "Silver End" restaurant you will initially enter the store charming Cupid's Arrow because many objects of interest there. Use your Capt'air to open the door and enter the store.
Collect the three hooks on the counter, you'll quickly need. Advance in the store and get your first audio diary on a display left.
Then use a hook to unlock the door Employees Only. Inside does not pick up immediately plasmid on the display, but will instead retrieve a second audio diary on the counter behind a dress that you should remember a few souvenirs.
Acquire then the new plasmid Curious. Your second best friend in the game This plasmid allows you to see enemies through walls when you do not move and become invisible if you hold the button. You will be able to test very quickly since splicers come into the store. Use Curious to spot through the wall.
Two options are available to you, take the second left door by hooking to completely overcome the threat by leaving the area or face. This is the right time to start success / "Swoop" trophy of becoming invisible and knock out 15 enemies in hand-to-hand.
Once back on the main plaza, neutralize the splicer and use your Captain to unlock the door Elevator.
You'll have to pick a new door. It serves as a tutorial to explain how the blue pin and you will get a sound decoy.
Use this sound decoy to lure enemies in the area and climb quickly into the elevator at the back of the room to reach the main area of the episode.
When you get off the elevator you arrive in a room where a faithful Atlas, do not worry it is not you assault her. Will you take possession of the plasmid in the box next to it. Possession plasmid allows, as its name implies taking possession of an enemy or a machine for a short time.
You can also interact with the large poster on the wall on the left to see a strange vision of the future. Then go through the door to get in a very large room around which the episode will turn out. You notice quickly that an old enemy lurks around, the Big Daddy. In the skin of Elizabeth you can do nothing against him, he will be continually avoid when you drive through the area. The plasmid possession works on it and you can push to attack the Splicers.
This area is very large as mentioned earlier, we delve thoroughly but for now, go to Silver End restaurant. Use plasmid Curious to move while avoiding Splicers and Big Daddy. Once there you find that the restaurant is closed. Turn left to a maintenance room Employees Only. Go inside to find a body and a plan.
Collect the Elizabeth include a conduit to link the room to apartments Suchong.
In fact, you simply move the furniture in the room flashing to reveal a windsock.
Go inside and crawl taking care turret installed inside. Get behind it by exploiting its idiot vision then continue in the duct. A second turret harder to circumvent stands before you. Use your plasmid Curious to identify his movements away or cross squarely using invisibility.
Once past his back you can disable against two hooks. Continue until you drop in Silver End restaurant.
Do you not interested for the moment the door to door code on your right, turn left instead. On the counter is a shotgun. If you want to use it be careful not to lose your crossbow recovering it because you could not pick up on the ground. Climb the stairs and open the lock to come face to face with a flaw in the heart of the restaurant.
Examine the machine Lutece
Interact with the fault to see that overlooks the town of Colombia.
Find documents on the machine Lutece
The machine must be repaired to allow Elizabeth to join Colombia. There are two audio logs in Silver End restaurant. The first audio diary is on the floor on a table and the second audio log is located in the kitchens of the restaurant on a work plan.
You can also open a door in the kitchen against three hooks. Inside you will find your first improvement plasmid, but you can not recover because it concerns the Winter plasmid On yesteryear that you do not have yet. Return recover better when you have recovered.
Repair the machine Lutece
Then go upstairs and see the pattern that is on the desktop. Elizabeth decrypts the code Suchong doctor and finds the parts needed to repair the machine, you have to find a CRT, a CO2 absorber and a cooler. Elizabeth then contact Atlas to get a cooler. It offers to provide the Winter plasmid yesteryear. To exit the restaurant, go back to the door with a code. Interact with the door code to launch an alert. Suchong is for Elizabeth and she manages to convince him to give him the code, 1216.
Enter to reach the main area and begin your quest of different elements.
Repair the machine Lutece
You'll have to collect three objects to repair the machine Lutece and the game allows you to perform this task in the desired order. We describe a method to retrieve the most useful improvements in the first plasmid. You are of course free to explore the site as you see fit. As a first step out of the restaurant, right down the stairs and enter the makeshift infirmary Atlas. This is marked with a door banner Medicine. You can introduce yourself inside the air shaft on the left if splicers roam before. Inside you can interact with the snowball broken on a desk for a new vision of the future.
In the second part you get your hands on an improved plasmid Possession. Very useful, this improvement stuns enemies when the effect of plasmid ends. On a desk next to you find a telegraph and a note. These coded transmissions are four in number in the episode and let you get your hands on a hidden audio log. We describe their location throughout this chapter.
Get out of the infirmary and join the red teaches Test Drive. Just opposite is a building that men of Atlas transformed into food stand. Go inside to find the second note.
Inside the safe is a second improved plasmid Winter's Past you can recover once the plasmid in question recovered.
Join now Test Drive and get the CRT on the distributor opposite.
Then crochet the lock of Test Drive and take the elevator at the end. It is in this area you will find a CO2 absorber. Examine the first bathysphere to find that their model is too old to have a CO2 absorber.
Keep in the garage to trigger a cutscene where Elizabeth is good bathysphere. This large room is filled with splicer and it will be difficult to navigate without being detected. Disable the first guard and hook you right hook to overhang the room. In this episode if you stay too long hanging from a hook it starts to make noise, take this into account you do not want to detect.
The top of your hook spotted below, drop down inside remembering to dampen the sound of your fall squatting impact and pick up an audio diary.
Let yourself fall below and then enter the locker room on the left. Another audio log is located in one of the sinks against the wall. Against one of the lockers you find a golf club with which you can interact for a vision of the future.
Later in an adjacent room, you will find an improved plasmid Curious very useful since you can now see people through walls without consuming Eve if you stay static. Then go upstairs avoiding Splicers and open the door using the 7951 code found in the audio diary.
The lever to make the bathysphere down is at this level but do not snap immediately. Neutralize in the first splicer and hook the safe to retrieve the improvement of plasmid possession which now allows you to take permanent control of machines.
Go down the stairs and use your plasmid on the turrets. You find on the shelf a new audio diary and in the small room, the third note.
You can now snap up the lever on the bathysphere but beware the noise will attract three enemies. Next to the lever is a weapon introduced in episode 1, stove radar. See for yourself if this powerful weapon but the extremely rare ammunition suits your style of play.
Use your Captain and let yourself fall into the red bathysphere to finally recover the CO2 absorber.
You can also drop you in another bathysphere containing ammunition, a care kit and a radio that triggers a new vision of the future.
Now exit the area by taking the elevator paying attention to new splicers who dig old bathyspheres to entry. When you return to the main area you find a corpse on a new type of tile, tile smoke.
Equip it and use it directly on the group splicer at the counter, you will get rid of the whole group in one fell swoop and unlock at the same time the success / trophy "Two for the price of one". It'll now only find the Winter plasmid yesteryear. Take the corridor or is advertising for the famous plasmid. It is directly on your right as you enter the area.
Down the hall, go through over the counter to get a new audio diary, then down the stairs to a large metal door.
Tap the door to one of the men Atlas opens. Go down the stairs and grab the audio diary in the left corner on a desk. Another audio diary is on the large round table in the center of the room. Then you head to the stand plasmid Winter yesteryear but do not pick it up right away.
Go left to get an audio log on the lifeless body of a spy Ryan. Continue around the room until your hands on the fourth and final score. Now you know the location of a secret passageway in the Manta Ray bar.
You can also watch a new movie to write any "Message received Ryan" right next to the distributor. Grab Now plasmid Winter's Past and face the onslaught of desperate splicer. You now have everything you need to repair the machine Lutece in Silver End restaurant but we will make a visit to Manta Ray front bar.
Inside, go up the big stairs and watch as many Splicers are on site. Pick up the audio diary on the corpse left. Descend into the main room and take stands for not being spotted by the enemy. At bottom right use your Captain to access the vent. This hook is destroyed later in the episode allowing you more access to write for cinema.
Engage in line and let you fall into the right piece, taking care to Splicer inside. Observing large poster you attend a conversation between Elizabeth and Booker that you learn more about the history. In the recess left you find the movie knowledge for all "looked and were observed" by Sander Cohen. Then crochet one of the two doors to exit. Climb the stairs on the right to reach the second level and pay attention to the turret. Use your possession plasmid example.
Scroll down to find three bottles lined up on a table. If you've found the four notes you can interact with each bottle to present their label facing you. You will discover a secret room that contains an audio diary and a syringe that triggers a vision of the future.
Coming out of the secret room, crochet door in front of you and disable the turret and the splicer. You get the second and final improvement of plasmid Curious that lets you stay invisible without consuming Eve if you do not move. Downstairs you will also find a new audio diary on furniture. It is now high time to return to Silver End restaurant. Make sure to get both the passage improvements Winter plasmid old you discovered earlier.
Then place the CO2 absorber and CRT on the machine.
Use Winter plasmid old red on the upper part of the machine. It'll just operate the lever and enter the flaw!
After entering the fault you Blast down on the First Lady during the revolution of Bioshock Infinite. A boon since the airship works precisely with a quantum particle. Use the right button to call the elevator. Upstairs recover the quantum particle parts to avoid damage to the First Lady and then descend to the fault to return to Rapture.
Unfortunately Suchong hope you realize another task for him, grab a strand of hair that Fink keeps in an old laboratory. Then open the double doors to reach the front of the airship.
Pick up the plasmid circle of iron left on the shelf. This new plasmid to create a shield that converts the damage received ammunition for the weapon you have equipped. Once the plasmid recovered out of the First Lady. Go down the hall to find an air shaft.
In a first step inside the building and go through the door on the left. You find a first voxophone on a table.
Get out and then lift your head to your right to locate a rail. Use your Captain to borrow and join the great airship. Inside you find another voxophone.
You then head to the factory Fink taking care to many revolutionaries. Sound lure is very useful in this situation or even plasmid Curious to cross the area being invisible. Inside, neutralize both enemies and pick up the voxophones on the desktop. Jeremiah Fink office is on the left, down the stairs to discover a giant clock on the ground. When you approach the center, the mechanism is activated and the needle tip to Sleep door, opening at the same time.
Find the watch key
Go inside the room and collect the voxophone floor near the fireplace. Finally you grab the watchmaker key on the display right.
Then go to the center of the room and install the key. You can now manipulate the clock leisure and open doors Prayers and Leisure. Leisure is the most interesting.
In fact it contains a voxophone that fits a big question fans and similar Kinetoscope cinema knowledge for all of Rapture.
Now use the key to open the watchmaker Work door and take the elevator inside.
Find the hair strand
You arrive in a room full of vox populi. You can distract them with a decoy sound or use your Capt'air to reach a ledge and you sneak into the next room.
You can also use possession on the stationary turret and watch the carnage. Whatever your choice, rather than go through the door behind the counter rather than down the stairs.
You get to a higher floor in the next room allowing you to move more easily unnoticed. Enter the lab right to recover voxophone on a desk. Inside you will find the code for the part of security Fink 8371, keep in mind is code we use very soon.
Always anticipate enemy movements through plasmid Curious and neutralize the loneliest. On the lower floor turn left and climb into the vent.
You arrive in a locked room with a scientist. Disable it and then crochet the lock out of the room and retrieve a voxophone on furniture.
Now that you're on the ground floor going under the big stairs to find a door with a coded. This is part of security Fink, then enter the code 8371 to get their hands on an improved plasmid Circle iron adds a low gain for each cashed damage Eve.
Replace now the first floor and enter the surgical wing Handyman. Spend two secure doors to arrive in an operating room. Be careful as many enemies guarding the premises. Turn left and you see a door with a security code, keep in mind its position. Enter the patient wing.
In this area do not get straight into the windsock left office, instead go down the hall to find a point of attachment for your Capt'air. You can access an area that overlooks all rooms, perfect for getting around without being seen.
Go into the pipe to reach the room spares Handyman and let you down to get a voxophone on a desk in the center of the room. This voxophone contains the code to open the door to digital code, 2847.
Come open the door and get the latest improvement of plasmid Circle iron to recover a little health based on damage absorbed.
Now mount the windsock in the wing of the patients. At the end, use the plasmid possession to take control of the turret. The doors are closed due to quarantine, go outside and use your Capt'air you suspend and join former laboratory Fink.
The area contains no enemies or collectibles, so just go ahead and enjoy information on joint research and Suchong Fink. After you come across a windsock. Climb inside to reach a new room or you can run a projector for more information. Once the film is finished, collect the desktop background of the famous lock of hair Suchong asked you to find.
It'll just turn the lever in the next room to lift the quarantine. Be careful because it has the effect of stirring up many enemies. Use your plasmid Curious to slip quietly among themselves and leave the laboratory through the front door or is the turret.
The quarantine is lifted, you can now access the guard on the left that contains a voxophone. You have nothing to recover Colombia therefore continue your road to the fault. On your way, crochet door to exit the clock room Fink. Back, go over the corpse of Daisy and cross the fault at the end of the corridor.
Return to Rapture
Return of the fault Suchong ask you to put the hair in the pneumatic tube in front of you. Do it to trigger a conversation with Andrew Ryan in person. He asks you to join him or die for Atlas. You do not really have a choice and need to prepare for the toughest battle of this episode. You can place traps in front of the main entrance since all men Ryan will go through there.
If you play mode 1998 some discretion is required. You normally have recovered all the improvements plasmid allowing you thanks to Curious remain invisible and see through walls without any consumption Eve, as long as you stand still. Use this talent to adjust your shots crossbow and neutralize contact men Ryan being doped plasmid Houdini (who teleports). For indeed enemies plasmid are only slightly dizzy, tile tranquilizer unless you manage a headshot. Go and finish them in contact and do not hesitate to flee and become invisible when things get tough.
You can also take control of certain enemies with plasmid possession, but know it does not work on enemies equipped with a plasmid. Do not hesitate to search the kitchen to find food and a smoke tile although most enemies have gas masks.
Once out of this alive grueling fight, Atlas will contact you to learn more of Elizabeth plane. You will have to visit the office Fontaine, accessible by a lift in the Manta Ray bar. When you leave the Silver End restaurant, you see a real open warfare between men and men Ryan Atlas. Enjoy this mess to drag you to easily Manta Ray Bar and remember to get all the latest audio logs (you should have 23 at this stage) and increased plasmid because it is your last time in the area.
Once in the Manta Ray Bar you notice that men Ryan occupy the premises. Neutralize the guards and use the lonely sound technical lure + tile smoke to maximum damage. You can also use your plasmid Curious for you sneak up the elevator to the floor. Nevertheless made attention to the many noisy surfaces that can reveal your position to the enemy.
Once in the elevator, press the button to join the office of Fontaine. After analyzing the structure of the piece by Elizabeth, interact with the statue in the center of the room to place the quantum particle and watch a long cutscene.
The master card
Find the motherboard
You take hold of Elizabeth in front of a stand of Rapture Tribune. Go behind the counter and walk along the corridor to reach the laboratory Suchong. Do not forget to pick up the penultimate audio diary in a locker on your left.
Then continue in the laboratory until it fell upon a protector evil points and two Little Sisters.
Find a way to repair the Protector
Try moving Protector without success, it will have to find another way to recover. Back in the first room of the laboratory to find a note on a desk.
The second note is in the room where the famous lock of hair fell from Colombia, just behind the table. Now that you know a little more about the Protectors, return to him and interact with for the Little Sisters of Adam inject it directly from them. Protector immediately resumed colors and much sought between protector and Little Sister relationship is created before your eyes.
Find the motherboard
You can now continue in the lab looking map mistress. Enter the office on the right to get their hands on the latest audio diary episode and unlock at the same time the success / trophy "whole story." Also read the letter to Tenenbaum Suchong on the desktop.
Then press the red button in the empty back room to witness the death of Dr. Suchong hands of his creation.
On the table next to his body, pick up the envelope. This is the famous card mistress that seeks Atlas.
Return to Atlas
Then go down the hallway and enter the wall. He'll just walk up and give him the Atlas trump card to attend the end cinematic concludes both the DLC Tomb submarine game Bioshock Bios.
Secrets of Bioshock Infinite: Burial at Sea
In this part of the guide Bioshock Infinite: Burial at Sea you will find all the secrets of episodes 1 and 2 or the full audio newspapers, cinemas and Knowledge for All infusions.
Burial at Sea Episode 1
All the secrets of episode 1 are listed in this part of the complete solution of Bioshock Infinite: Burial at Sea.
Read all the cinemas
In this section you will find 17 audio logs hidden in episode 1 as well as pictures of each of their position.
Audio diary # 1
Shortly after leaving the polling Booker, in the lobby of the building number 907, go behind the counter to retrieve the first audio diary.
Audio diary # 2
Enter the clothing store "Maison Vosges" and go into the dressing room at the bottom right of the store to get their hands on the second audio log.
Audio diary # 3
Take the right entrance of the Golden Rule and continue until the restaurant "Watched Clock." The third audio diary is on a table in the kitchen.
Audio diary # 4
Once in possession of the third audio diary, you have a code to enter the maintenance room. Retrace your steps, the room is on your left. Enter the code 2076 then you grab the fourth audio diary on the table.
Audio diary # 5
Once in buildings Fontaine you catch the splicers trying to enter the "Daily Bread." Once the threat is removed, ask Elizabeth to open the door using a hook. Once inside, go behind the counter to find the fifth audio diary.
Audio diary # 6
The sixth audio log is above the "Daily Bread." Crouch to pass through the vent line and neutralize the splicer to retrieve it in the box marked with a rabbit.
Audio diary # 7
Enter "Haberdashery" store and go to the back of the store. The seventh audio diary is in the dressing room right. Beware the turret which is just next door.
Audio diary # 8
Enter jewelery and Elizabeth ask you open the back room right against three hooks. The eighth audio diary is on a desktop.
Audio diary # 9
You get a new code in the audio diary # 8, go to the shoe store above jewelery and enter the code 0928 on the door at the bottom left of the store. Inside, watch a splicer and turret. Once the scene quieted, you grab the ninth audio diary on the desk.
Audio diary # 10
In the department of plasmids Fountain where you get the electro quartz is a locked safe. Ask Elizabeth to open against three hooks. Inside is the tenth audio diary and a brew.
Audio diary # 11
Once in possession of the plasmid electro quartz, head of the rink in the "Jackfrost's Village." On your way, the "Jackfrost's Souvenir" seems closed. Use your electric plasmid to bypass the door and allow you to access the eleventh audio diary on the ground, in the snow.
Audio diary # 12
Once the Winter plasmid of yesteryear in your possession, go to the store ready-to-wear on the ground floor by making a bridge of ice. The twelfth audio diary is located in back of the store in a dressing room, behind a bench.
Audio diary # 13
After taking the tram, you arrive in a room with many screens where you have to close your first sock. A destroyed elevator shaft git floor, inside is the thirteenth audio diary.
Audio diary # 14
The fourteenth audio diary is on the lower level of the "Bistro" on the kitchen counter.
Audio diary # 15
Way to close a sock in order to get Sally, you can find the fifteenth audio diary on a desk in the "Customer Service".
Audio diary # 16
To the right of the neon sign "Toys" is a wedding dress shop. Ask Elizabeth open the door against one hook. Inside, a splicer delirium. Disable it, then pick up the audio diary sixteenth behind the counter.
Audio diary # 17
After Elizabeth's crawled into a vent you open the door, take the immediate left and then fabricate an ice bridge to enter the office at the bottom left which leads the latest audio diary. You unlock at the same time the success / trophy "Lover."
Rapture as Colombia has boxes of films that you learn more about the game world do not the subject of success / trophy DTGReviews has nevertheless identified to help you make the most of information scattered throughout the game
The first film for all is in the shop the "Marquis of time" right coffee "Wasted time." He presents "The greatness of Dr. Brigid Tenenbaum."
The second film is all over the coffee "Lost time" beside a fountain. It presents the topic "Cleaning up business Fontaine."
Knowledge for all 3
The third film for all to the right of the "Golden Rule" jewelry in the passage that leads to the restaurant "Watched Clock." It presents the topic "The Protector".
Once in neighborhood Fontaine, take recess right to find the fourth cinema Know for having a "work" strange Sander Cohens, The Black Dream.
Knowledge for All # 5
The fifth and final film Knowledge for All is the exact opposite of fourth in the recess on the left. It has a second work of Sander Cohens, The March Hare.
There are three hidden in the game that allow you to improve the skills of Booker infusions. This part of the walkthrough gives you their location.
The first infusion is in the "The Daily Bread" restaurant, you will need the help of Elizabeth and a hook to open the door. Infusion is on a shelf behind the counter.
The second infusion is in jewelry. You must initially open the back room with Elizabeth and three hooks. When you leave the room, the infusion is on display next to what looks like a mannequin. As you approach, the "model" comes to life. Slay her and her accomplices then you grab the infusion.
The third and final infusion is in a safe in the plasmid section Building Fontaine. Ask Elizabeth to open with three hooks. Inside is also an audio diary.
Burial at Sea Episode 2
You will find in this part of the walkthrough all the hidden objects in episode 2, audio newspapers, voxophones, cinemas and improvements plasmid.
Achievement / Trophy
Achievement / Trophy Episode 1:
You found all the audio logs Burial at Sea - Episode 1.
Equipment to 100%:
You bought two old Winter improvements or stove-radar Burial at Sea - Episode 1.
You destroyed 10 turrets in Burial at Sea - Episode 1.
Dinner is ready:
You blew 5 enemies with the stove-radar Burial at Sea - Episode 1.
A wounded 15 enemies by exploding one with the stove-radar Burial at Sea - Episode 1.
You blew 5 enemies frozen by the winter plasmid yesteryear.
You have two frozen enemies with the same trap Winter of yesteryear.
Achievement / Trophy secret episode 1:
You used a bathysphere in Burial at Sea - Episode 1.
You took the tram in Burial at Sea - Episode 1.
Burial at Sea:
You have completed Burial at Sea - Episode 1.