Prima Games eGuides
primagames.com Browse Redeem a code Help
BioShock: The Collection eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • Bioshock
    • One Man’s Vision…
    • About This Guide
    • Residents of Rapture
      • The Rapture Elite
      • Splicers
      • The Adam Gatherers
      • Rapture Security
    • Life Underwater
      • Gameplay Fundamentals
      • Beyond the Basics
    • Arm Yourself
      • Weapons Guide
    • Evolve Today!
      • Overview
      • Plasmids
      • Gene Tonics
    • U-Invent
      • Inventions and Components
    • Walkthrough
      • Introduction
      • Welcome to Rapture
        • Overview
        • Whereabouts Unknown
        • Bathysphere Station
        • Lounge
        • Elevators
        • Kashmir Restaurant
        • Footlight Theatre
      • Medical Pavilion
        • Overview
        • Foyer (First Visit)
        • Emergency Access
        • Foyer (Second Visit)
        • Surgery Foyer (First Visit)
        • Eternal Flame Crematorium
        • Twilight Fields
        • Kure All
        • Painless Dental
        • Dandy Dental
        • Surgery Foyer (Second Visit)
        • Surgery
        • Lounge
        • Foyer (Third Visit)
      • Neptune’s Bounty
        • Overview
        • Bathysphere Station
        • Lower Wharf
        • Fontaine Fisheries (First Visit)
        • Upper Wharf
        • Wharfmaster’s Office
        • Jet Postal
        • Fighting Mcdonagh
        • Fontaine Fisheries (Second Visit)
        • Relinquish Your Weapons
        • Freezer Top Floor
        • Freezer Bottom Floor
      • Smuggler’s Hideout
        • Overview
        • Flooded Cave
        • Control Room
        • Submarine Bay
      • Arcadia
        • Overview
        • Tea Garden
        • Arcadia Glens
        • Rolling Hills
        • Waterfall Grottos
        • Research Laboratories
        • Langford’s Office
        • Tree Farm
      • Farmer’s Market
        • Overview
        • Market
        • Silverwing Apiary
        • Worley Winery
      • Restoring Arcadia
        • Overview
        • Langford’s Office
        • Research Laboratories
      • Fort Frolic
        • Overview
        • Bathysphere Station
        • Go to Fleet Hall
        • Fleet Hall Theatre
        • Photograph the Dead Pianist
        • Atrium (First Visit)
        • Cohen’s Collection
        • Frozen Tunnel
        • Poseidon Plaza (First Visit)
        • Atrium (Second Visit)
        • Poseidon Plaza (Second Visit)
        • Eve’s Garden
        • Atrium (Third Visit)
      • Hephaestus
        • Overview
        • Bathysphere Station
        • Central Control
        • Hephaestus Core (First Visit)
        • Heat Loss Monitoring
        • Hephaestus Core (Second Visit)
        • Search The Workshops
        • Kyburz’s Office
        • Geothermal Control
      • Rapture Central Control
        • Overview
        • Control Room
        • Ryan’s Office
      • Olympus Heights
        • Overview
        • Tenenbaum’s Safehouse
        • Olympus Heights
        • Mercury Suites
        • Tenenbaum’s Apartment
        • Fontaine’s Apartment
      • Apollo Square
        • Overview
        • Apollo Square Streets
        • Artemis Suites
        • Dr. Suchong’s Clinic
        • Apollo Square
        • Hestia Chambers
        • Atlas’s Headquarters
      • Point Prometheus
        • Overview
        • Atrium
        • Little Wonders
        • Optimized Eugenics
        • Mendel Family Library
        • Failsafe Armored Escorts
      • Proving Grounds
        • Overview
        • Museum Lobby
        • South Wing
        • North Wing
      • Fontaine
        • Overview
        • Fontaine’s Lair
    • Achievement & Trophy Guide
      • Game Completion Series
      • Crafting Series
      • Plasmid Mastery Series
      • Weapon Upgrade Series
      • Research Series
      • Hacking Series
      • Special Series
    • Challenge Rooms
      • The "I" in Team
      • A Shocking Turn of Events
      • Worlds of Hurt
      • Achievements and Trophies
  • Bioshock 2
    • Introduction
    • Residents of Rapture
      • Subject Delta
      • The Rapture Elite
      • Splicers
      • The Protector/Gatherer Program
      • Rapture Security
    • Into the Dive Suit
      • Gameplay Fundamentals
      • Exploring Rapture
      • Protector in Combat
      • Beyond the Basics
      • Machines of Rapture
    • Big Daddy Weaponry
      • Bullet Supply
      • Weapons Guide
    • Evolve Today!
      • Gatherer’s Garden
      • Plasmids
      • Gene Tonics
    • Walkthrough
      • Adonis Luxury Resort
        • Overview
        • Lobby
        • Adonis Baths
        • Bridge Courtyard
        • Grand Foyer
        • Demeter’s Banquet Hall
      • Atlantic Express Depot
        • Overview
        • Airlock
        • Train Workshop 6A
        • Drafting Room
        • Train Workshop 6B
        • Switching Hub
        • Train Station
      • Ryan Amusements
        • Overview
        • Train Station
        • Museum Entrance
        • Rapture Museum
        • El Dorado
        • Back to the Museum
        • Journey to the Surface (Part 1)
        • Journey to the Surface (Part 2)
        • Hall of the Future
        • Melting The Ice
      • Pauper’s Drop
        • Overview
        • Train Station
        • Fishbowl Diner
        • Town Square
        • Market
        • Limbo Room
        • Sinclair Deluxe Tenements
        • Grace’s Apartment
      • Siren Alley
        • Overview
        • Little Eden Plaza
        • Maintenance Area
        • The Pink Pearl
        • Back to the Maintenance Area
        • Plaza Hedone
        • Pump Station Access (First Visit)
        • Pump Station No. 5
        • Pump Control Substation 5
        • Pump Station Access (Second Visit)
      • Dionysus Park
        • Overview
        • Basement Storage
        • The Promenade
        • Triton Cinema
        • Imago Fine Arts
        • J. Fischer Gallery
        • Lamb’s Garden
        • Train Station
      • Fontaine Futuristics
        • Overview
        • Train Station
        • Lobby
        • Security
        • Frank Fontaine’s Plasmid Spectacular Theater
        • Frank Fontaine’s Office
        • Lab Airlock
        • Fontaine’s Plasmid Research & Development
        • ADAM Research Laboratory
        • Live Test Facility
        • ADAM Research Lab
        • Hidden Elevator
      • Outer Persephone
        • Overview
        • Therapy Entrance
        • Main Atrium
        • Lamb’s Office
        • Cell Blocks
      • Inner Persephone
        • Overview
        • Docking Platform (First Visit)
        • Security Office
        • Holding Wing (First Visit)
        • Cell Blocks
        • Holding Wing (Second Visit)
        • Therapy Wing
        • Infirmary Wing
        • Pediatric Ward
        • Docking Platform (Second Visit)
        • Story Conclusions
    • Protector Trials
      • The Rules of Engagement
      • General Tips
      • The Adonis Baths
      • Atlantic Express Train Upkeep
      • Pauper’s Drop Market
      • Simon Wales’ Church
      • Folly of Dionysus
      • Persephone Cellblock F
      • Bonuses, Achievements, and Trophies
    • Minerva’s Den
      • New Discoveries
      • Find Charles Milton Porter
      • Restore Power to Minerva’s Den
      • Get to Porter’s Office
      • Take the Operations Punchcard
      • Head for Operations
      • Find the Gravity Well Plasmid
      • Find a Bathysphere Signal Beacon
      • Hack the Signal Beacon
      • Get to Computer Core Access
      • Reset the Climate Control Turbine
      • Print Out The Thinker’s Code
      • Defeat Reed Wahl
      • Achievements and Trophies
    • Achievement & Trophy Guide
      • Story Progression
      • Variable Endings
      • Hooked on ADAM
      • Power to the People!
      • Hackers Wanted
      • Smile for the Camera!
      • My Daddy Can Beat Up Your Daddy!
      • Something Special
  • Bioshock Infinite
    • Foreword
    • About This Guide
    • Detective Training
      • Gameplay Fundamentals
      • Catalogue for 1912
      • Elizabeth
      • Sights and Sounds of Columbia
    • Guns of Liberty
      • Overview
    • Vigors
      • Overview
      • Possession
      • Devil’s Kiss
      • Murder of Crows
      • Bucking Bronco
      • Shock Jockey
      • Charge
      • Undertow
      • Return to Sender
    • Gear
      • Columbia Chronicles
      • Randomized Gear
      • Guaranteed Gear
      • Build Examples
    • Walkthrough
      • In the Name of the Prophet
        • Introduction
        • Lighthouse
      • A Day at the Fair
        • Town Center
        • Comstock Center Rooftops
        • Monument Island Gateway
      • Bring Us the Girl
        • Monument Tower
        • Battleship Bay
        • Soldier’s Field
        • Hall of Heroes
      • Guns for the Lady
        • Finkton Docks
        • Finkton Proper
        • Shantytown
        • The Factory
      • Family Reunion
        • Emporia
        • Downtown Emporia
      • Flight of the Songbird
        • Comstock House
        • Hand of the Prophet
        • Hangar Bay
    • Enemies of the People
      • Soldiers (Founders and Vox)
      • Automatons (Turrets)
      • Mosquito
      • Zealot of the Lady
      • Fireman
      • Motorized Patriot
      • Beast
      • Handyman
      • Siren
      • Boys of Silence
    • Achievement & Trophy Guide
      • Introduction
      • Story Achievements
      • Combat Achievements
      • Upgrades and Collectibles
    • Clash in the Clouds
      • Battle Prep
      • The OPS Zeal
      • Duke and Dimwit Theater
      • Raven’s Dome
      • Emporia Arcade
      • Achievements and Trophies
    • Burial at Sea, Episode 1
      • Overview
      • Market Street
      • High Street
      • Cohen’s
      • Fontaine Station
      • Fontaine’s Department Store
      • Housewares
      • Achievements and Trophies
    • Burial at Sea, Episode 2
      • Introduction
      • Toy Department
      • Ryan the Lion Preparatory Academy
      • Bathyspheres DeLuxe
      • Columbia
      • Return to Rapture
      • Suchong’s Free Clinic
      • Achievements and Trophies
  • Credits
    • Legal

BioShock: The Collection Guide › Bioshock Infinite › Burial at Sea, Episode 2

Columbia

Retrieve the Quantum Particle

You exit the Tear aboard the First Lady, right at the time Elizabeth and Booker were waging their assault. Approach the door beyond the blue dress to understand what it is you’ll be looking for, then ride the maintenance elevator on the right to the upper deck.

Take the spare quantum particle from the table and return to the Tear.

Ascend the stairs to the engine and take the spare quantum particle from the rack atop the table. Take the elevator back to the cabin and approach the Tear. Suchong appears in the Tear and tells Elizabeth that he needs a hair sample from a mothballed lab in Fink’s Factories. Only then will he allow her back to Rapture.

Find Fink’s Lab

Pick up the Ironsides Vigor on the left to add another defensive ability to Elizabeth’s repertoire. Ironsides creates a temporary bullet-catching shield that not only keeps Elizabeth safe from damage, but adds the bullets to her own weapons. Even though you can use it to replenish spent ammunition, it’s still better to avoid firefights and take a stealthy approach to combat.

Factory Docks

Proceed down the hallway on the left and climb into the vent near the gate. Eavesdrop on the conversation between Daisy Fitzroy and the Lutece twins about Daisy’s and “the girl’s” part in taking down Comstock. Continue through the ventilation shaft, dropping down level by level until you find the exit to the docks.

The Vox you see patrolling this side of the docks isn’t alone. He’s got another off to the right and two more within sight to the left. Use Peeping Tom to scout the area, then use the Crossbow or the Air Grabber to take them down quietly. Use Ironsides if you get into a shootout, but try to avoid this if possible. If a shootout does occur, flee to the lower level of the docks, round the corner to the right, and take cover behind the columns. You’ll be able to wait it out there and resume a stealthy, more measured approach. Consider returning to the top deck and waiting for the Vox to investigate the bodies. Pick them off one by one with the Air Grabber and Peeping Tom.

Take out the two enemies to the right and quickly loop around the side of the structure to escape notice.

Go through the glass door beside the vent you drop out of and enter the room on the left to find a Voxophone. Unlock the gate in the hallway so you can more easily return to the First Lady after you get what Suchong needs.

Voxophone

The Quality of Mercy

Daisy Fitzroy

July the 16th, 1912

Office of Jeremiah Fink

Change. That’s what the people need. But sometimes I feel all I have to offer them is blood and fire. The things they done to me… I can’t forget ’em. I was Columbia’s victim—and victimhood begets shame. Oh, what element of human experience is more corrosive than shame? I’m rotted from the inside out. What do I have to offer this revolution except my own dark motivations? When all is said and done, what’s more important to me: the people I want to save—or those I want to murder in their beds?

Before you leave the docks, leap to the Sky-Line running around the east side and ride it up to the First Lady’s wing. Drop onto the outer walkway and head inside the main cabin of the First Lady to find some loot and a well-hidden Voxophone near some paintings in the back.

Voxophone

Sacrifices

Daisy Fitzroy

July the 15th, 1912

Factory Docks

What’s the price you’re willing to pay so that others may live free from the yoke? DeWitt knew the price, and paid it willingly. And I sense that the Lutece twins will one day ask a’ me. So far, their counsel has served me well—served the revolution well. If a bullet takes me, so be it. But to offer myself up as a lamb? When I come to my Garden of Gethsemane, will I play my role willingly… or will I burn the place down to the roots?

Descend the stairs from the Factory Docks and head inside the office of Jeremiah Fink. Eliminate the two Vox inside the main room—most of Fink’s men are already dead—and locate the Voxophone on the desk. Search the numerous bodies in this room. You can find another Dollar Bill vending machine in the factory storage room on the right, should you be in need of anything.

The Old-Timey Circus of Values

The prices and items contained at Columbia’s Dollar Bill vending machines are the same as those of the Circus of Values machines you frequented in Rapture. The only real difference, of course, is that EVE was called Salts back in Columbia’s time.

Voxophone

Stay the Hand

Daisy Fitzroy

July the 5th, 1912

Office of Jeremiah Fink

Yeah, there’s a war comin’—you can smell it in the air. Fear. Hatred. People dyin’ every day. But how many more will suffer if we rise up? Violence begets violence. I know this. I’ve seen this. The rational mind argues for a peaceful solution, to find a common ground, but… what common ground is there to find for a father who watches his child bleed out in the street? How do you deny him his vengeance? I know that fire that burns deep inside—I know it all too well. And when the time comes… will I be able to stay the hand?

Exit the control room via the door on the left to enter the private quarters of Jeremiah Fink. This area is empty of enemies and has four different rooms radiating off of it. The door to each of the rooms—sleep, prayer, leisure, and work—only opens based on a clock-like locking mechanism. You’re going to need to find the Clock Key and wind the hands of the clock to fast-forward to Fink’s working hours. You’ll find the Clock Key and a Voxophone in the room where he sleeps.

Get the Clock Key from his private quarters, which is beyond the doorway marked “Sleep”.

Voxophone

The Lazarus Project

Rosalind Lutece

October the 31st, 1910

Private Quarters—Jeremiah Fink

Our current state of being—or lack thereof—has left my brother… unfulfilled. The biological urge to leave one’s mark is strong. And it is not an impossibility. We could instantiate ourselves back in Columbia. Return to an old life, for the possibility of creating new. But… we died in that world. Returning would mean giving up part of us. Ourselves. We’d become flesh and all that it is heir to. The mysteries of the universe would become, once again, mysteries.

Return to the main room with the Clock Key and turn it to open each of the other doors, one by one. Loot the rooms as they open to gain some additional ammo, EVE, and Silver Eagles (dollars). You’ll find another Voxophone in the leisure room. Ride the elevators down to the laboratories when you are ready to move on.

Rotate the Clock Key so the hands eventually point to the door leading to where Fink worked.

Voxophone

No Profit for the Prophets

Jeremiah Fink

June the 11th, 1912

Private Quarters—Jeremiah Fink

Sea slugs. Goddamn sea slugs! Could that Oriental have come up with a more inconvenient fuel for his Plasmids? If there is a God—and I’ve seen more evidence to the contrary than in support—you’d think he’d have put Adam into the belly of a nice little seagull or crow. The costs of all these underwater expeditions are murdering my margins.

Find the Hair Sample

Fink’s laboratories are accessed through a large, semi-circular room with three separate levels of walkways. You’ll exit the elevator in a foyer of sorts that is even in height with the middle level of the adjacent atrium. The walkway through the door on the right leads up a flight of stairs to the upper level. The path nearest the windows leads down a flight to the lower level. There are some offices on the upper level that are worth exploring before continuing on to the Imprinting Studies wing that is off of the lower level. The Surgical Suites located on the middle level are entirely optional, but you can find a Voxophone there.

Possess the Gun Automaton on the gondola and you won’t need to worry about the guards in the area.

Eliminate the two guards nearest the elevator when you arrive, then cast Possession on the Gun Automaton on the gondola near the broken window. This eliminates the final, more distant enemy near the window. Use the freight hook to reach the ledge where the Salts are located, then drop back down. Go through the door and up the stairs to begin your sweep of the labs from the uppermost floor.

Stay low and make your way into the large office to the right. You’ll find a Voxophone with the code to a secret storage room beneath the statue in the center of the atrium. Exit the lab, remaining crouched, and continue to the right until you reach the corpses near the railing. This is a great spot to use to launch an attack on the enemies below. Employ a Noisemaker Dart to draw them toward the window, then hit them with a Knockout Gas Dart. Cast Possession on any Vox Shotgunners that you see, and then use the freight hook to drop down to the lower level.

A well-aimed Knockout Dart can eliminate three or more Vox at once!

Voxophone

Necessary Precautions

Jeremiah Fink

July the 8th, 1912

Fink MFG Research Laboratories—Hub

Comstock promises there’s nothing to be worried about—but I don’t like the smell of things down in Finkton, not one bit. If trouble rears its ugly head in the form of one cantankerous Negress, I’ve laid in some supplies in the event of a forced evacuation. They’re down in what I call my “chamber of panic,” near the base of my statue. I’ve set the code to 8-3-7-1.

Descend the steps to the door that is beneath the statue in the center and input the code 8-3-7-1 to gain access. Inside you’ll find the Ironsides Salts Mod which adds the ability to recover some EVE based on the damage that the Ironsides Vigor absorbs. Absorb enough bullets while using Ironsides, and it will basically pay for itself!

Don’t miss the secret storage area in the base of the statue.

Imprinting Studies

With the atrium cleared of Vox, proceed east across the lower level through the doorway leading to Imprinting Studies. Ignore the quarantine signs, note the Voxophone in the locked office on the right, and have Possession ready. Cast it at the Gun Automaton you see in the room beyond the third door.

Continue up the ramp to the gondola outside and leap to the freight hook on the side of the brick building to the left. From there you can leap to the ledge near the broken window in the Imprinting Studies area. This gets you inside the quarantined area, past the security doors.

The only way past the shuttered doors is via the freight hook on the brick building near the gondola.

Continue past the projector room via the doors on the right and move into the sample room with the cages. Continue down the stairs at the other end of the room to the imprinting lab with the gorilla and the wire mother. Pull the levers on the hermetic chambers that you encounter as you proceed through the laboratory. Examine the paper on the desk to the left of the second hermetic chamber for insight into Fink’s scientific process and continue to where the Songbird prototype is located. Inspect the paper on the table near the bottle of EVE and climb into the vent on the left.

The walk through the labs shines a light on the relationship between the Songbird and Elizabeth.

Start the projector in the room beyond the vent to see how the Songbird imprinted on Elizabeth. Proceed to the next room and take the hair sample from the display of “Subject’s Personal Effects.”

Elizabeth’s hair sample is on the dresser near the projector room.

Return to the Tear

Ready for battle, since the laboratory isn’t going to remain quiet once you pull the lever that raises the security doors (you can’t return the way you came, as the vent you exited is too high to climb back into). Peeping Tom will reveal as many as seven enemies approaching from the left. Use the Knockout Gas on the two on the lower level, then Possess the Vox Shotgunner on the upper walkway to enlist his help against the others.

From the Quarantine Control room, head past the stairs to the left, and under the walkway, to take the quickest path to the room where the Gun Automaton was earlier. Spot the Phial of Salts to the left of the Gun Automaton—this is where the locked door to the office was earlier—and enter this small room to find a Voxophone.

Use a Knockout Dart to eliminate the Vox downstairs, then hunt the rest on your way out.

Voxophone

Table Scraps

Jeremiah Fink

March the 4th, 1896

Imprinting Studies

It has occurred to me that this… breakthrough regarding the Songbird casts my arrangement with the Oriental doctor in a new light. What more could be gained by this continued “partnership”? What secrets that I could not answer for myself? Suchong can only offer table scraps—and Jeremiah Fink has richer meat in mind…

Before You Go!

With the hair sample secured, you’re free to return to the First Lady and the Tear that takes you back to Rapture. But first, you should visit the Surgical Suites portion of the lab on the middle floor.

Enter the area and climb into the vent on the left. Crawl through it to the lab at the other end, pick the lock on the door, and locate the Voxophone inside the locked room on the lower level of the main hub. Return the way you came, by travelling through the vent.

Proceed to the walkway that overlooks the Handyman operating theater. Note the door on the left requiring a keycode. You’ll get the code soon enough, but first use Possession and the Knockout Gas Dart to eliminate the Vox down below. Sweep through the area in a counter-clockwise direction and locate the Voxophone in the Parts Inventory room. This recording contains the code needed to access the locked office above the operating theater.

Return to the locked room that is near the operating theater and use the code to access the Ironsides Health Mod. This upgrade absorbs damage from incoming bullets and adds some health back. Take the elevator back up to Fink’s private quarters and return to the Factory Docks. Suchong will let you through now.

Voxophone

The Greater Good

Jeremiah Fink

July the 3rd, 1912

Fink MFG Research Laboratories—Hub

Now, I know there’s been some concern about the nature of the work we do here at Fink Manufacturing. Why, some say they’re “uncomfortable” with the purported “harm” and “suffering” our research brings. But friends, let me pose a simple question: is there anything you would not do to guarantee the health and safety of your loved ones? My interest is the future health of your children. An ounce of prevention is worth a pound of cure.

Voxophone

Childish Fears

Edmund Munford

November the 12th, 1907

Surgical Suite—Handyman

I tell you, William—it’s getting so the foxes are afraid of the hens. If Fink was going to hire a bunch of goons to keep an eye on the Handymen, he should have found some with less yellow in the belly. Now they’re hiding away from tin-man invalids in their precious little guardroom. If you need to get in there on your shift, the code is 2-8-4-7.

Keep reading with a free account

The first 3 sections of BioShock: The Collection are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousBathyspheres DeLuxe NextReturn to Rapture