BioShock Infinite: Burial at Sea (PS3) Gamechive (Episode 1, 1999 Mode, Part 1/3)

BioShock Infinite: Burial at Sea (PS3) Gamechive (Episode 1, 1999 Mode, Part 1/3)

"1999 Mode, Part 1/3: Intro & Chap.s 1—4"—This is the highest difficulty under which the episode can be played. The mode is hidden by default, but appears as an option either once a player finishes the episode or enters the infamous Konami Code at any point in the game (up, up, down, down, left, right, left, right, o, x, start). This gamechive—and the ones that follow—showcase an entire playthrough under this increased difficulty. Though collectibles are picked up along the way, not every area is explored in detail, as it's similar to a speedrun. For a complete exploratory experience, chapter by chapter, see the following playthrough:    • BioShock Infinite: Burial at Sea (PS3) Gam...   This segment covers the following chapters, and collectibles found within: Chap. 2: Market Street: Audio Diary (1/17): Doing Well by Doing Good (Under counter in elevator rm.) Ryan's been good to me... Few are the patrons who truly understand the struggle of the artist. But even I was a little leery when he shuttered Fontaine's business and sent that bald buck to a grave deep in the briny. But when Ryan buried all of Fontaine's pals in that department store, someone had to find a home for all those freshly minted orphans. And if I turned a dollar or two in the process, you can hardly blame me for doing well by doing good. Audio Diary (2/17): The People (The Watched Clock kitchen.) I had all of these visions, before coming down here, of utopia. Every man with his hand on the Great Chain, the wheel of progress turning—every cliche you can imagine. And what is the first thing that happens when I open up my shop? Petty thievery. Now I have to lock all my valuables in the closet. (Remember: 2-0-7-6.) It's the problem with coming to utopia... is that it still has the people. Maintenance Room (Supply Closet) [2-0-7-6] Audio Diary (3/17): Offer of Employment When Ryan take over Fontaine Futuristics, scene of terrible violence. Splicers burning each other to bits. Lucky ones not killed, sent to department store prison instead. Suchong think he dead man, too... But then, Ryan comes to Suchong and says, "Suchong want to make good salary, work for Ryan?" "How much salary?" ask Suchong. This Ryan find very funny. Audio Diary (4/17): Observation #33 (Maison Vosges dressing rm.) Suchong observe strangest of coincidences. On other side of window, man in strange hat experimenting on Suchong's own creation. On Plasmid. Man name of Fink. Outrage! Theft of intellectual property! But—man name of Fink is no fool. Through addition of oxidizing agent, turns Plasmid ingestible through stomach lining. Mr. Ryan very impressed with Suchong's initiative. Theft of intellectual property two-way street. Chap. 4: The Pavilion–1st Floor: Possession for Less ($100) = Decreases the EVE necessary to use Possession. Locked Door (1/9) (Entrance to Menswear.) Audio Diary (5/17): Left Behind (Under the tunnel in the Menswear dressing room.) Ryan, left me here to rot... Sure, I signed the contract: "help turn Fontaine's into a prison." Ten days, big rush, everything slapdash. Right before the prisoners're brought in? One of your piece-of-junk turrets—bam! Both kneecaps. Now I'm likely a cripple, locked in a jail—surrounded by maniacs! Haven't even been paid, but I don't care. Just get me outta here! Locked Door (2/9) (Daily Bread Rest. Entrance) Audio Diary (6/17): The Old Bear (Under counter in The Daily Bread.) It used to be such a thrill to hear Ryan speak. "Parasites" this and "the exaltation of man" that. Sure, it could all get a bit of a bore—but the old bear sure knew how to enunciate. Infusion (1/4) (On shelf in The Daily Bread.) Turret (1/10) (Lower floor in The Dail Bread.) Better Mousetrap Gear (shirt) (1/10) (Behind booth.) = Plasmid traps are more potent and cost less Eve. Turret (2/10) (Menswear dressing room.) Filthy Leech Gear (pants) (2/10) (Menswear dressing room.) = Using a Plasmid to kill an enemy returns some Eve. Turret (3/10) (Near Haberdashery.) Haberdashery: Evil Eye Gear (hat) (3/10) (On counter in Workman's Wear.) = Weapon damage increases while the player is aiming using sights and after each successive kill (up to five). Turret (4/10) (Far back in the Haberdashery.) Audio Diary (7/17): Critics (In back room in Haberdashery.) Of my first play, the Herald said: "A dead whale has washed up at the Shubert theater, and stinks a little more with each passing night" The Tribune called my first opera as "having the effect of canceling out all of Mozart's classics in a single caterwaul." And now, critics take me to task for my humanitarian work. If I were not there to find a home for these orphans, would they bellyachers take my place? An artist once said, "All critics should be assassinated." I just might take him up on that. Ticket Puncher Gear (hat) (4/10) (In back room in Haberdashery.) = Melee strikes reach 3x as far and do double damage, but also consume 20% of your shield.