In Bioshock Infinite Where Is the Key to the First Chest

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. Jump 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 bythe 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.

At cheat happens

Hottest Stuff On CheatCC!


Hottest Stuff On CheatCC!


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. Shock Jockey: It is found on Slate in the Hall Of Heroes. Charge: It is inside a small office behind a locked gate on the way to the Shantytown. The gate will be open on your way back to the Plaza Of Zeal after leaving the Police Impound. Undertow: Check behind the desk in the Office of Jeremiah Fink before leaving through the exit. Return To Sender: After leaving the Port, you will find a locked door that leads to the Salty Oyster Bar. You must activate a secret button that becomes selectable after you open the lock into Founder "s Books and listen to the Voxophone recording about the button. Once the button is pressed, you can find the Vigor on a table inside the Salty Oyster Bar.
Vigor combos

The following Vigor combinations can be used. Use the following eight Vigor combinations at any time, against any type of enemy, to get the "Combination Shock" achievement. Note: If you restart checkpoints, your progress will be saved. Thus, keep restarting checkpoints if you are out of salts.

    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 attack after 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. Saw the Elephant: Completed the game on Normal difficulty or above. Stone Cold Pinkerton: Completed the game on Hard difficulty or above. Auld Lang Syne: Completed the game on 1999 Mode. Should Auld Acquaintance ...: Unlocked 1999 Mode. Industrial Accident: Killed 20 enemies with a Sky-Hook Execution. Aerial Assassin: Killed 20 enemies with a Sky-Line Strike. A Real Pistol: Killed 25 enemies with the Broadsider Pistol. Passionately Reciprocated: Killed 150 enemies with the Founder Triple R Machine Gun or Vox Repeater. Street Sweeper: Killed 50 enemies with the Founder China Broom Shotgun or Vox Heater. Big Game Hunter: Killed 100 enemies with the Founder Huntsman Carbine or Vox Burstgun. Loose Cannon: Killed 25 enemies with the Paddywhacker Hand Cannon. On a Clear Day ...: Killed 30 enemies with the Bird "s Eye Sniper Rifle. Here Little Piggy: Killed 30 enemies with the Founder Pig Volley Gun or Vox Hail Fire. Master of Pyrotechnics: Killed 20 enemies with the Barnstormer RPG. Seasoned to Taste: Killed 30 enemies with the Peppermill Crank Gun. Well Rounded: Used all 8 Vigors against enemies.Vigorous Opposition: Killed 75 enemies either with a Vigor or while the enemy is under the effects of a Vigor. More for Your Money: Lured 3 enemies into a single Vigor trap 5 times. Combination Shock: Performed all 8 of the Vigor combinations. Mind Over Matter: Killed 20 enemies using Possessed machines. Tear "em a New One: Opened 30 Tears. Strange Bedfellows: Killed 20 enemies using allies brought in through a Tear. On the Fly: Killed 30 enemies while riding a Sky-Line. Bolt From the Blue: Killed 5 enemies with a headshot while riding a Sky-Line. Hazard Pay: Killed 10 enemies by utilizing environmental hazards. Bon Voyage: Killed 20 enemies by knocking them off Columbia. Skeet Shoot: Killed 5 enemies while they are falling. Lost Weekend: Killed 5 enemies while you are drunk. David & Goliath: Killed 20 "Heavy Hitter" enemies. Heartbreaker: Killed a Handyman by only shooting his heart. Dress for Success: Equipped a piece of Gear in all four slots. Kitted Out: Fully upgraded one weapon and one Vigor. Raising the Bar: Upgraded one attribute (Health, Shield, or Salts) to its maximum level. Infused with Greatness: Collected every Infusion upgrade in a single game. Sightseer: Used all telescopes and Kinetoscopes in the game. The Roguish Type: Used Elizabeth to pick 30 locks. Eavesdropper: Collected every Voxophone. Grand Largesse: Spent $ 10,000 at the vending machines of Columbia. Coins in the Cushion: Looted 200 containers. Scavenger Hunt: Completed the game in 1999 Mode without purchasing anything from a Dollar Bill machine. Written in the Clouds: Completed Lighthouse. Welcome to Monument Island: Reached Monument Island. Shock Tactics: Retrieved Shock Jockey. First Class Ticket: Boarded The First Lady. Armed Revolt: Assisted the Gunsmith. Working Class Hero: Completed Factory. Blood in the Streets: Completed Emporia. Higher Learning: Completed Comstock House. The Bird or The Cage: Completed The Hand of the Prophet.

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. 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. Fully Equipped: Purchased any two upgrades for Old Man Winter or Radar Range in Burial at Sea - Episode One. Going Places: Rode the tram in Burial at Sea - Episode One. Snowball Effect: Froze 2 enemies with the same Old Man Winter trap.

The following achievements require the "Clash In The Clouds" bonus downloadable content:

    Friendly Skies: Defeated all waves in OPS Zeal. Duke or Dimwit ?: Defeated all waves in Duke and Dimwit Theater. Rooftop Ruffian: Defeated all waves in Raven "s Dome. Hand of the Prophet: Defeated all waves in Emporia Arcade. Museum Curator: In CitC, unlocked all Gallery items. Sargeant-at-Arms: In CitC, got a kill with each weapon and vigor (except Bucking Bronco). Rope-a-Dope: In CitC, knocked an enemy off the city with Undertow, then rescued him, then knocked him off again. The Ol "One-Two: In CitC, used all eight different vigor combos to deliver the killing blow on an enemy. Missile Defense System: In CitC, killed an enemy with splash damage by shooting a rocket out of the air. Blue Ribbon Champ: In CitC, completed all Blue Ribbon Challenges.
1. Detective Bureau DeWitt

December 31, 1958. Elizabeth comes to the detective office of DeWitt. We light a cigarette for her. She asks to find the missing girl Sally.

2. Market street

We pass along the street of the underwater city of Rapture. On the right, we can enter a bar, there are leaflets about missing children posted everywhere.

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

the main street

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

We pass forward, we need to the Cohen's Club on the left, but first we will 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 the voice phone (3/17), after listening to the recording, we find out the password 2076 ... We return to the door "Maintenance" in front of the cafe, enter the code. Inside we take another voice phone (4/17).

There are also three kinetoscopes on the main street: 1 - in a tobacco shop, 2 - in the center on the second floor, 3 - at the entrance to the cafe. But all of them do not have to be viewed.

Objective: Find a mask in one of the local shops

The Cohen's Club is admitted only to hares wearing masks. We go to look for a mask in one of three stores: the musical "Delight Records", the artistic "Artist's Impulse", the jewelry "Golden Rule". In every place, Elizabeth distracts the salesman, while we ransack the utility room. The mask is only in the third store.

Cohen's Club

We pass through the white and dark corridors, we go down to the stage. We approach the artist. He hangs up previous dancers in the air and asks Elizabeth and me to dance. But he doesn't like something again. and it deafens us, including the electric floor.

3. At Fontaine Station

Fontaine Department Store Station

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

Ahead to the left, the path is blocked by ice. We go around on the right path, on the reverse side of the ice mountain we find an air hook. We approach the locked gate, grab onto the crane with a hook. At this time, a person with a frosty energetic runs by. We jump down, we finish off the two remaining bandits. We enter the elevator.

4. Pavilion - first floor

We are fighting with several mutants. On 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 rink is located.

Men's clothing. In front of the showcase there are 4 mutants and are trying to break the door, we can kill them with one fire trap.

We rise up the left stairs. A machine gun turret is installed in front, we can break it with several fireballs. The 1st lockpick and clothes are near the turret. Trousers - Vile Leech... On the left in the wall we see the ventilation hatch, climb into it, kill the lone mutant, take the 2nd master key, voice phone (5/17).

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

There are several more bandits ahead. On the central dressing clothes Hat - Evil Eye.

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

Pavilion - second floor

We enter the women's clothing store "Ladieswear". A turret is installed on the left, it is better to follow 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, a voice phone (8/17), from its record we learn 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, we enter the "Shoes" store. Find a door with a lock, enter the password 0928 , inside we find the 6th master key, Pants - Nimble Hands, voice phone (9/17).

We return to the initial hall, we cling to the aerial track, we get to the floor above.

First, we enter the "Fontaine Plazmids", inside the mutants and they drank 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 lockpicks. Inside we find a voicephone (10/17) and Extract (3).

We enter the "Jack Frost" s Village. We can unblock the entrance to the souvenir shop with electricity, if we took a shock jockey. Boots - Look down, voice phone (11/17) and 7th master key. Nearby you can open a safe for 1 lockpick.

We enter the "Delight on Ice". We kill all mutants. On the central bridge we open a showcase, but there are no plasmids inside. Elizabeth gets us plasmid "Santa Claus" across the gap. After that, we can use the gaps in other places.

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

At the bottom, with "baby frost", create an ice bridge in the center. Find clothes at the Pavilion station Pants - Posthumous Pay, we sit down in the bathysphere.

5. Household goods

Ahead we see how the little sister crawls into the ventilation. On the left, on the stand, where the man is sitting at the table, we find the 1st master key under him. In front, we open the door with a hairpin.

Ahead in the broken elevator we find a voice phone (13/17), on the record we learn the password 3958. To the right on the wall we close the second ventilation hatch. Still to the right there is water under electricity, we freeze it, on the other side we find power engineer "Mustang".

We enter the cafe "Bistro". We go down to the lower floor. There is a voice phone behind the counter (14/17). Next we open the door 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 section. Ahead in the small room "Customer Service" we close the ventilation hatch. Next we take a voice phone (15/17).

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

On the left we enter the "Bookstore" bookstore. We find the 2nd master key behind the counter. We leave through another door, we find ourselves in the corridor on the other side of the obstruction. Close another hatch nearby.

Household appliances "Appliances"

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

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

A toy shop

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

We fight with the boss. It is best to summon a mechanical patriot from the gap and use a freezing energy drink. In case of lack of ammunition, we can jump on the airway and hit the big daddy with it.

After the victory, we approach the hatch. At this moment, we recall events from the past. We, in the role of Comstock, tried to take the child from Booker through the portal, and next to us the grown-up Elizabeth and both Lutes tried to stop us. As a result of the struggle, a small child cuts off his head with a portal.

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

Now Elizabeth returned, and with this little investigation decided to remind Comstock of the murder. Then we die from Big Daddy's drill. This is how Elizabeth's revenge took place in one of the parallel realities. (Most likely, all this happened before the epilogue of the original game, when all variants of the Comstock were destroyed).

Burial at Sea - Episode Two
BioShock Infinite. DLC Walkthrough

1. Cafe "La Poche Du Temps"

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

2. Toy department

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

We get up on our feet and leave the toy store, bypassing all the rubble. At the end of the path, we push back the obstacle, we find the dead body of another Elizabeth. We learn that due to the fact that Elizabeth returned to the past, she lost all her superpowers. We go down the elevator.

Lev Ryan Preparatory Academy

Arriving downstairs, we climb into the ventilation hatch. We get out on 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, we take the crossbow. From afar we silently kill two bandits. On the right wall there are ventilation hatches, along them we can climb up, take additional bolts for the crossbow.

We pass into the next hall. Ahead is the way to the Restaurant "The Silverfin Restaurant", but first we turn left to the intimate store "Cupid Arrow". Inside we find a voice phone (1/25). On the shelves we find the 3rd master key, we break open the door. Inside in "Employees only" on stage we take power engineer "Spy"- allows you to see objects and enemies through walls. Next we take one more voice phone (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 an arrow, a noise generator. We shoot with a noise bolt on the right, and when all the enemies turn away there, we silently kill them from behind. We sit down in the elevator.

Bathyspheres Deluxe

We get to the lower floor. One of the Atlas bandits plays the guitar, next to him lies power engineer "Hypnotist"... Big Daddy walks 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, lies a voice phone (3/25). A staircase leads down to a locked door where Atlas' assistants took refuge until they enter.

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

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

We enter the "Food" store. Inside you can open the safe, but inside it is the energy upgrade "Santa Claus", which we do not have yet. On the table next to it lies encrypted message (2/4) and the 9th master key.

"Manta Ray Lounge" (Skat Bar)

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

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

There is a locked Dancing Downstairs room on the right with locks on the other side. To get there, we cling to the hook under the ceiling, we 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. After examining everything, we leave the bar.

We enter the service room to the left of the Souchong door. Inside we find the ventilation plan, behind the cabinet we find the hatch, we get in. There will be two turrets inside the ventilation on the way.

We enter the laboratory of Souchong. We detect the Lutese device for breaking, but it does not work. Nearby on the table we find the 11th master key, a voice phone (6/25). If we pick the lock on the door, we will find in a separate room second upgrade of "Santa Claus"... On the second floor there is a voice phone (7/25) and a drawing of the breaker device, having deciphered it, we find out what we need for repair.

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 by radio with Suchong, he prompts a password 1216 .

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

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

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

On the lower floor we break open the door with the lock, neutralize the turret, take the voice phone (9/25). We pass a room with many turrets, you can just walk by without getting caught by their searchlights. 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, next to us we take the microwave weapon. On the way on the table we find the 15th master key, second upgrade "The Voyeur"... You can open the safe for 5 lockpicks, inside Improvement of the "Hypnotist"(the turrets come to our side forever).

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

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

Warehouse in "Test Drive"

We return to the Test Drive store, at the bottom they open the door to the Atlas warehouse. On a small table near the wall we take a voice phone (11/25), further on a round table a voice phone (12/25). We take power engineer "Det Moroz"... In the back corridor we find a tied dead man, in his hands he has a voice phone (13/25), and encrypted message (4/4)... The warehouse is attacked by mutants. We help the people of the Atlas fight back.

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

3. Colombia

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

We leave to the center of the airship. take a new one on the table on the left power engineer "Battleship"(absorption of 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 Lutesy came to Fitzroy with the captured Fink and his son. Scientists explain to Fitzroy how she must play the role in order for Elizabeth to kill her.

The platform in front of the clock tower

We leave on the site of the tower clock, imperceptibly we eliminate several populists. Inside the tower behind the glass we can enter the side room, there is a voice phone (15/25). On the air route we can climb onto the populist airship. Inside, on the boxes with paintings, we find a voice phone (16/25).

We go inside the factory. On the first tolya we find a voice phone (17/25) and the 1st master key with a safe. In the right room there is a conveyor belt with machine guns.

We go to the left, we find ourselves in a round hall with an arrow on the floor. We enter the open room "Sleep". In Fink's bedroom we find a voice phone (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 of the founding fathers and a couple of common things.

In the "Leisure" room there is a blackboard showing why Fink reworked the salt injection of energy drinks. Nearby there is a voice phone (19/25) and a kinetoscope.

In the room "Work" we enter the elevator, go down. On the way, we see Booker and Elizabeth from the original game ascending to the clock tower.

Hall with a statue

Below we kill enemies in the first room. Under one of the tables there is the 2nd Golosophon Lockpick (19/25). On the left is the dressing room, where there is nothing. We go to the right, we find ourselves in a hall with a statue of Fink. On the upper third floor we go to the right, we enter the laboratory, in front of the school board we find a voice phone (20/25) a voice phone (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 voice phone (21/25) a voice phone (19/25). On the first there is a locked room with a scientist, you can get into it through the ventilation on the second floor. Inside is the 3rd Golosophon Lockpick (19/25). There is a door with a password under the statue of the finca, open it by entering the code 8371 ... Inside the improved power engineer "Battleship" voice phone (19/25).

On the second middle floor we enter the side room with red lighting. Through the locks we get to the laboratory.

Fink's laboratory

We find ourselves in the laboratory where the 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 energy upgrade "Battleship".

Below, near the surgical table with the mechanic, on the right on the table is the 5th master key. In the next room on the table with metal hands is a voice-phone (22/25). We can go up to the ventilation under the ceiling, there is the 6th master key in the brick attic.

Quarantine

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

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

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

4. Return to Rapture

We give Souchong a lock of hair by placing it in the pneumatic tube 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 to the "Bathysphere Deluxe" street. We go to the bar "Manta Ray Lounge", on the far second floor there is access to the elevator.

In Fontaine's office, we install a quantum element, and the entire underwater quarter floats up.

5. Room

Atlas comes and takes us prisoner. We are injected with truth serum, but the dose is 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 the "ace in the sleeve."

6. Souchong Clinic

Atlas throws us out of the bathysphere. We enter the clinic through the counter. Ahead we see the suits of Big Daddy, in this place on the right on the table we find a voice phone (24/25).

On the way we find a wounded Big Daddy, he needs to be repaired. We return to the clinic, we read the note behind the blackboard, then the note on the table by the opposite wall. We go to Daddy, little sisters treat 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. He could not in any way cause affection of little sisters to big daddies. But this affection was created when the sisters injected daddy Adam. Suchong punches his sister and Daddy kills him for it. We enter the room, from the table we take a piece of paper with encryption.

We return to the Atlas. We give him a sheet, after that he kills us with blows of a wrench.

Atlas had previously received information about Andrew Ryan's son on the surface. He now has a password to open the surface beacon. By organizing the plane crash with his son, Atlas thereby creates an event for the beginning of the plot of the first part of the BioShock game - after the crash, the hero enters the lighthouse after the crash, 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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1. Search. 2. Escape. 3. Finkton's factory. 4. Parallel worlds.
5. Emporia. 6. Destruction. Explanation of the plot.
DLC Walkthrough: City Center. Sea grave 1. Sea grave 2.
Achievements . Questions - answers.

In Bioshock Infinite Where Is the Key to the First Chest

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