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Art Book?[]

Should this page include stuff from "The Art of Bioshock Infinite"? Because there's a ton of stuff in there that didn't make it in the game, I don't know if any of it belongs on this page. If it's relevant, I'll start putting stuff up from it. Thegreatvortigaunt (talk) 16:58, July 2, 2013 (UTC)


No, there's a difference between concept art that didn't make it into the game, versus things we saw in the demos that were removed.68.4.154.34 18:42, July 2, 2013 (UTC)


If it made it in as an asset RESURRECTO  then it went beyond a 'concept'Testxyz 07:25, August 18, 2013 (UTC)

All these cut aspects[]

All the awards they got at the shows. I wonder if there would be anywhere as many if they had shown real examples from the game that resulted instead of things they never delivered.

Losing all the spectacular BIG Tear sequences, alot of that kind of more impressive stuff would have made the game alot better.   Did they run out of time or money to fail at what it looked like they promised for the game???

Monumental system of Skylines.... then Boom gone. So such large level areas couldnt fit using the engine and the targeted hardware.  Shouldnt they have figured THAT out from the start (huge waste of money to not consider things like that in early design....)

Ressurecto - might have been interesting to have a mini-game at that point  - puzzle to get back into the game - the better you did you got some reward?? (They couldnt make it too hard because failing would delay resuming the game and it might be appropriate to have a 'Skip'  to get past it).   Weird ghostly stuff, interdimensional lightshow or whatever.

Testxyz 07:24, August 18, 2013 (UTC)

Songbird Alpha Appearance[]

"HIM by Elizabeth in 2010 debut demo and also his appearance in debut demo, seem originally look almost identical to big daddies from Bioshock and Bioshock 2"

Whoever wrote that is an idiot. And the picture that's supposedly an old version of him, looks identical to the final one.Einsteinium99 (talk)

He meant that the songbird made the big daddy noises in the 2010 demo, which it did—The preceding unsigned comment was added by 98.69.130.75 (talkcontribs) 13:28, August 22, 2013(UTC). Please remember to sign your posts with ~~~~.

They didn't really need to remove or remake that much content[]

Infinite was a pretty darn good game, but I think irrational made some bad choices by removing some of this content, like songbird showing up at unscripted moments (allowing you to fight him, which everyone wanted) and I wish everything was more open world like during the 2011 demo


I TOTALLY AGREE

so many things they promised and then it never happend, now dont get me wrong i love Infinite, but there i some things they (i pesonaly beleive) should have kept in the game they are:

Sky-Lines - i know, i know they are in the game but they were supposed to go all over the place and give you one hell of an open world feel, you could flee a dire battle and travel to different areas that you have already been, what a waste we got i was gutted. still cool tho loved the combat.

Vigor Junkies - insane Vigor abuesing workers the Junkies would explane why so many people avoide the Vigors and show us what the "Kinks" that Fink neaded to fix. they would be the wild card enemies. unpredictable and on NO ONES side they would fught each outher or work together in strained alliencies. each would have a specific Vigor power from abuseing it and they can work together in battle EX: a Murder of Crows Junkie releases crows and then a Devil's Kiss Junkie would light them on fire.

Boys Of Silance - they were supposed to hunt you down and move through the word (like a liveing security camera) this was a gutt rencher for me.

The Siran - originly they would be many and be an embodiment of the spiritual beleife of contact with the dead and they would raise the dead in battle to fight as a type of Heay Hitter. now this became on recycled boss fight!?! what a wasted and amazing idea. maby she could of had a type of Vigor to power her abillity (like the Fire Men and Zealots) it could give you the abilty to create your oune undead soldiers to serve in battle (Siran's Call)?

The Mad Toy Maker - so this dude would build clock work toys that attack you, i loved this concept and was gutted to find him missing from the game. i think he would have made an interesting side villian.

The Merged - when we started fucking with dimesions and tears in the later part of the game these enemies would have been cool, people who have merged with there other selves now insane and monsterouse. i think this would show the player that there ations have REALLY BAD conserquences.

last but not least.........................

SongBird - they seid Songbird can show up any TIME, any PLACE, any WHERE but now he is restricted to the scripted scenes. i was sooooooooooooooo gut renchingly, mind numbingly, heart breakingly upset to find that was removed AND NO BOSS BATTLE!!!!!!!!!!

{{SUBST::User:Beast_of_burden/sig_ref}} 15:18, December 5, 2013 (UTC)

Comstock[]

He didn't really look smiliar to Booker, and the glasses picture was completely removed from the idea that he and Booker are the same. I think Comstock was really a late job, the one from the demo was really just a random dude and not really a part of any meaningful plot. 81.100.7.167 20:53, September 29, 2013 (UTC)

Vigor Junkies as more random spawn ...[]

A way to keep player from being too complacent  (there were alot of largely NPC empty areas where you basically just played Manic Magpie picking up loot).  Could have had these semi-insane types lurking in shadows (they avoid the puritanical authorities).   Also would have been a way to have a few more NPC 'opponents' who actually used vigors (Fink had assembly lines making the stuff...) and would be limited to one at a time (Vigors in the set piece battles might have been too disruptive/overpowering to player  and also one-on-one would keep the required scripting simpler ).

Being insane they could be pretty unpredictable with them laying slumped in a corner shadow ignoring you or charging at you in a rage out of nowhere.  The whole range of vigors (even a subset) would have added variation.

Testxyz (talk) 00:33, October 11, 2013 (UTC)

I think each game in the series lack of spliced enemies, so to say. I would have loved to see Splicers using Telekinesis in Rapture as much as policemen using Return to Sender in Columbia. Still, I think such enemies would have only toughen up the gameplay enough to make it way too hard. Still it's a shame you don't see much characters and enemies using those Plasmids/Vigors.
Pauolo (talk) 15:43, October 11, 2013 (UTC)
The idea could have had them random but infrequent, with enough to force the player to be wary and to look around constantly  (which isnt a bad thing with all the pretty scenery that many players may just ignore when driving along the plot elements).     Taking on one of them might not be overly hard (since you routinely handle hordes of gunmen firing semiautomatic weapons at you), its more the suprise factor.  I watched the respawn patterns in Bioshhock 1/2 and the problem was that the patterns didnt shift and were fairly limited in both placement and variation. Testxyz (talk) 22:06, October 11, 2013 (UTC)
i personaly feel that the Vigor Junkies had the potential to be a really awsome part of the game, reasons for this is
1) NO ONE in Columbia actuely seemed to use Vigors, it was like hay Fink is manufacturing fuck louds of these on converer belts FULL of'em and NOT a single dude uses em (apart from the zealets and firemen but they dont count im talking reagular people).
2) second, feer factor, when your walking in a back ally of the crappyer parts of the city these guys would keap you on ya toes, heck as Testxys seid they coud be unpredictable, sitting in a corner ngnoring you or straght up attacking you for walking through the door.
3) WILDCARD! whalst you are in the middle of all this shit the Vox and the Founders felt kinda lacking to me, they bot basicly had the same units EX: Police/Rebel......there basicly the same and they both had HandyMen and i think they both had FireMen and ok so the Founders had the Zealots and Boys Of Silance but they still felt, like all the cool enemies were on both sides practicly.
i liked the Splicers because hey had no "side" not realy and the Vigor Junkies coud be that wild card, think like this, so the Vox and Founders are tareing into you and on the other side of the battlefeild there are about 3 or 4 Junkies just walking by, next thing some soldiers are on fire, Vox Rebels are spassming from electricity, a HandyMan is being held in the air by a wattery tentacle, you are being attacked by the turret that elizabeth created and its glowing a sickly dark green. the Junkies would have no side and be kinda weak in there oun right but have a strong version of there Vigor power because they abused it.
{{SUBST::User:Beast_of_burden/sig_ref}} 09:40, December 5, 2013 (UTC)

The Mad Toymaker[]

Those concepts of the dolls made by the toymaker looked like they would've made great enemies. Where do you suppose these enemies would've been encountered if they were in the final game? ZanyDragon (talk) 18:39, October 11, 2013 (UTC)

Finkton maybe, that'd be where they'd probably be made.
Unownshipper (talk) 20:01, October 11, 2013 (UTC)

well i think that they would be seen in such places as Finkton, Soldier's Feild and Emporia. personaly i think tha this is one of tha many things that tragicly never made it into the game maby they could have appeard in the darker future version of Columbia, you know where Elizabeth is captured and the Boys of Silance haunt the Mansion (once agane a waste of a great enemy), maby The Mad Toy Maker could of been confronted and attacked you with a Large Clock Work Teddy Bear with claws, teeth and cannon hands. but i geuss they could maby, if they make a BS:I 2 set in the post war columbia, use him as an enemy and his Toy minions as an enemy, plenty of reason for a toy maker to go crazy then.

{{SUBST::User:Beast_of_burden/sig_ref}} 14:36, December 5, 2013 (UTC)

Random Findings[]

Hey guys! I've been looking thorugh the game files and this seems to be a great place to share my findings.


Arctic, Space, and Desert lighthouse:

http://i.imgur.com/MDq4d9q.jpg

http://i.imgur.com/xmLA3bx.jpg

http://i.imgur.com/yhiGTLn.jpg

http://imgur.com/2WuJgSF"


LIncoln hat from the E3 Demo, found in the Burial at Sea Ep. 1 game files. I don't remember seeing it in the game. Anyone?

http://i.imgur.com/ywEUxcv.jpg


Automaton Toy. There is no model. The long piece of wood on the right is a gun.

http://i.imgur.com/6ujQi8f.jpg


Robert Lutece's texture map with a beard and moustache:

http://i.imgur.com/45Zke6x.jpg


Player Legs:

http://i.imgur.com/RfsU81K.jpg


"Red Glare" and vox Siren weapon (?) from the E3 Demo:

http://imgur.com/Ikcxo9f

http://i.imgur.com/s5xfv9c.jpg


Cutouts depicting Slate, Booker, and young Comstock (?) fighting side-by-side in the Boxer Rebellion:

http://i.imgur.com/LfKDIX1.jpg

http://i.imgur.com/WyeR3QF.jpg


What do you think? If anyone would like, I can add these things to the main article.


Ananina23 (talk) 07:47, April 30, 2014 (UTC)


Honestly, those are incredible finds. I have seen the "arctic" lighthouse hidden in the Sea of Doors map, but those two are complete strangers. Well, mostly because the scape station looks exactly like the Citadel from System Shock on which Ken Levine once worked (oddly they didn't think of the Von Braun from System Shock 2 instead), probably cut out because linking two franchises is always risqué. A shame there is probably no textures for each one of them, but still great finds. I don't remember the Lincoln head in BaS 1, but it surely would have been out of place in Columbia since he is a hated character there in the game's final version. I think I saw the toy automaton and probably that alt. Lutece model from the artbook, but they surely are not in-game. I was aware that the Vox siren carriage was in the files, but I never saw the rocket they fired. Finally the cutouts from the Hall of Heroes (probably) are interesting because they're the only occurrences of that Comstock design from the old demos which are still in-game. That also tells a bit more about the character being originally separated from Booker, but Slate was already added back then.
If you want I would like very much that you add them to this page. Just write as you think you should, I will go back to them in case and probably expand them from what I already know of this game's removed contents.
Pauolo (talk) 18:50, April 30, 2014 (UTC)

Burial at Sea removed content page?[]

Should we make a separate page for removed content for Burial at Sea or add it to the Bioshock Infinite removed content? Tricksteroffools (talk) 06:27, June 18, 2014 (UTC)

Is there really enough information to make a whole page for that? Is there actually anything else then Elizabeth's outfit, the Pneumo bots and the Jockey Splicer that we know about?

Shacob (talk) 09:37, June 18, 2014 (UTC)

If not another page then a section within BioShock Infinite. There was also the scrapped concept for the Kashmir, the scavenger hunt for parts for the air grabber, unused female splicer designs, among other things released through concept art or posts made by the artists'/animators' on their profile pages and blogs showcase their assets for the game or design process Tricksteroffools (talk) 20:56, July 7, 2014 (UTC)

Of course, we can start it on BioShock Infinite's Removed content page and if it turns out to be enough for a whole page then we make one. But then again, we have pages with almost no info and Infnite and BaS is in completely different surroundings... --Shacob (talk) 21:08, July 7, 2014 (UTC)


Yeah I think it is time that we made the page.
My main argument is the simple fact that the additional content that has been added over the years has greatly expanded the page, making it very long and laggy to edit (at least for me). I think it fair to say that the page is nowhere near finished and the cut content that will be added will only contribute to the slow reaction time of the page while editing.
The great finds done in the game files by various users (Solarmech and Solarmech in particular) have provided more than enough content for Burial at Sea to have its own page.
If there is no objections I will make the page in the next couple of days.
--Shacob (talk) 16:48, March 25, 2020 (UTC)
Go for it. That page is huge. sm --Solarmech (talk) 17:39, March 25, 2020 (UTC)

Pneumo Bots[]

I recall seeing the "unused" advertisement in the Daily Bread as part of the animated display above the bar.

http://i.imgur.com/TCqMnB1.jpg

I'm trying to remember if it's used elsewhere in the game. UpgradeTech (talk) 22:26, April 23, 2015 (UTC)

These are Pneumo Turrets, the Bots are the other model with arms. You can see the advertisement almost everywhere in Fontaine's during the first episode. For example there is one flashing at the metro station and another at the entrance of Housewares I think. Pauolo (talk) 22:54, April 23, 2015 (UTC)
Just found something proving that the Pneumo Turrets were to be found in the first episode. It's an alternate conversation between Booker and Elizabeth about the damage platform to the tram in Fontaine's:
[TheWorld:PersistentLevel.Main_Sequence.XDLC2SeqAct_DisplaySubtitle_0 XDLC2SeqAct_DisplaySubtitle]
SubtitleText=\"LIZ: (SHIVERS)  IT\"S GETTING COLDER HERE.\"

[TheWorld:PersistentLevel.Main_Sequence.XDLC2SeqAct_DisplaySubtitle_10 XDLC2SeqAct_DisplaySubtitle]
SubtitleText=\"LIZ: THAT MAN...HOW COULD HE FREEZE THIS COMPLETELY SOLID?\"

[TheWorld:PersistentLevel.Main_Sequence.XDLC2SeqAct_DisplaySubtitle_12 XDLC2SeqAct_DisplaySubtitle]
SubtitleText=\"BOOKER: UNLESS WE FREEZE THIS WATER LIKE THAT FROSTY SPLICER DID EARLIER.\"

[TheWorld:PersistentLevel.Main_Sequence.XDLC2SeqAct_DisplaySubtitle_13 XDLC2SeqAct_DisplaySubtitle]
SubtitleText=\"BOOKER: LET\'S GO PAY A VISIT TO MR. FROSTY.\"

[TheWorld:PersistentLevel.Main_Sequence.XDLC2SeqAct_DisplaySubtitle_23 XDLC2SeqAct_DisplaySubtitle]
SubtitleText=\"BOOKER: I DON\'T KNOW...BUT I\'LL WAGER HE WAS SPLICING SOMETHING.\"

[TheWorld:PersistentLevel.Main_Sequence.XDLC2SeqAct_DisplaySubtitle_3 XDLC2SeqAct_DisplaySubtitle]
SubtitleText=\"BOOKER: LETS KNOCK ONE DOWN AND SEE IF WE FIND ANYTHING USEFUL.\"

[TheWorld:PersistentLevel.Main_Sequence.XDLC2SeqAct_DisplaySubtitle_4 XDLC2SeqAct_DisplaySubtitle]
SubtitleText=\"BOOKER: THOSE SECURITY TURRETS WE SAW EARLIER CAN ATTACH TO THE LINES.\"

[TheWorld:PersistentLevel.Main_Sequence.XDLC2SeqAct_DisplaySubtitle_8 XDLC2SeqAct_DisplaySubtitle]
SubtitleText=\"BOOKER: THEN THAT\'S OUR TICKET TO THE TRAM. LET\'S HEAD UPSTAIRS THE ICE INK AND GET THAT VIGOR.\"
Also drinkable Plasmids were just called Vigors back then. Pauolo (talk) 16:13, May 17, 2015 (UTC)

Gears for the lady[]

I'm bringing here a few text lines about unused Gears in Burial at Sea - Episode 1 which would have improved Elizabeth's abilities over Tears

[StaticEffect_GearLiz_AmmoToss XGearStaticEffectComponent]
FriendlyName=\"of Liz Ammo Toss\"
EffectName=\"LIZ AMMO TOSS\"
EffectDescription=\"Liz throws an improved weapon.\"
EffectShortDescription=\"Liz throws an improved weapon.\"

[StaticEffect_GearLiz_HealthToss XGearStaticEffectComponent]
FriendlyName=\"of Liz Health Toss\"
EffectName=\"LIZ HEALTH TOSS\"
EffectDescription=\"Liz throws an improved health pack.\"
EffectShortDescription=\"Liz throws an improved health pack.\"

[StaticEffect_GearLiz_SaltToss XGearStaticEffectComponent]
FriendlyName=\"of Liz Salt Toss\"
EffectName=\"LIZ SALT TOSS\"
EffectDescription=\"Liz throws an improved Salt vial.\"
EffectShortDescription=\"Liz throws an improved Salt vial.\"

[StaticEffect_GearLiz_Tears XGearStaticEffectComponent]
FriendlyName=\"of Liz Tears\"
EffectName=\"LIZ TEARS\"
EffectDescription=\"Liz can open two Tears simultaneously.\"
EffectShortDescription=\"Liz can open two Tears simultaneously.\"

There's also those two, probably leftovers of regular Gears for Liz as the playable character, something they probably thought during development of both DLC:

[Consumable_GearLiz_Health_Proc XProcConsumableItem]
ItemName=\"WINTER SHIELD\"
ItemDescription=\"Winter Shield\"

[Consumable_GearLiz_SaltCost_Proc XGenericConsumableItem]
ItemName=\"SHOT COST REDUCTION\"
ItemDescription=\"Salt Cost Reduction\"

Btw, we should consider making separate pages for removed contents in each episode of Burial at Sea.Pauolo (talk) 16:24, May 17, 2015 (UTC)

Of items, weapons and Vigors[]

Now these are all unsued items from Burial at Sea - Episode 1, or alternate names for some already present in-game:

[Ammo_PneumoTurretSkyhookDrop XWeaponAmmoItem]
ItemName=\"SKYHOOK PARTS\"
ItemDescription=\"Hook to build a skyhook\"

[Ammo_Weapon_BeamCannon XWeaponAmmoItem]
ItemName=\"RADAR RANGE AMMO\"
ItemDescription=\"Beam Cannon Ammo\"

[Ammo_Weapon_Crossbow XWeaponAmmoItem]
ItemName=\"CROSSBOW AMMO\"
ItemDescription=\"Crossbow Ammo\"

[Ammo_Weapon_FlakCannon_DLCB XWeaponAmmoItem]
ItemName=\"HAIL FIRE AMMO\"
ItemDescription=\"VOX Pig Flak Repeater Ammo\"

[Ammo_Weapon_FutureWeapon XWeaponAmmoItem]
ItemName=\"FUTURE WEAPON AMMO\"
ItemDescription=\"Future Weapon Ammo\"

[Consumable_PneumoTurretDrop_MachineGunAmmo_DLCB XWeaponConsumableItem]
ItemName=\"MACHINE GUN DLCB\"
ItemDescription=\"RRR machine gun.\"

[Consumable_Weapon_ChargeDLCB XWeaponConsumableItem]
ItemName=\"CHARGE\"
ItemDescription=\"Charge\"

[Consumable_Weapon_Crossbow XWeaponConsumableItem]
ItemName=\"CROSSBOW\"
ItemDescription=\"Crossbow\"

[Consumable_Weapon_FlakCannon_DLCB XWeaponConsumableItem]
ItemName=\"HAIL FIRE\"
ItemDescription=\"A Vox-modified Pig that allows the user to delay detonation when the trigger is held. Release to make it explode.\"

[Consumable_Weapon_FutureWeapon XWeaponConsumableItem]
ItemName=\"FUTURE WEAPON\"
ItemDescription=\"Future Weapon\"

[Consumable_Weapon_UndertowDLCB XWeaponConsumableItem]
ItemName=\"UNDERTOW\"
ItemDescription=\"Undertow\"

[Pickup_Plasmid_ChargeDLCB XLootContainerKActor]
FailedUseDisplayString=\"EVE FULL\"
LootDisplayString=\"CHARGE\"

[Pickup_Plasmid_UndertowDLCB XLootContainerKActor]
FailedUseDisplayString=\"EVE FULL\"
LootDisplayString=\"UNDERTOW\"

[Pickup_Salts_ShadowLurkerProc XLootContainerKActor]
UseDisplayString=\"HEALTH BATTERY\"
FailedUseDisplayString=\"HEALTH FULL\"

[Pickup_StableTonic_Chameleon_DamageBoost XLootContainerKActor]
FailedUseDisplayString=\"POSSESS HUMANS ALREADY UPGRADED\"
SearchDisplayString=\"TAKE\"
LootDisplayString=\"UNSTABLE NOSTRUM\"
NotLootableDisplayString=\"UNSTABLE NOSTRUM\"

[Pickup_StableTonic_Chameleon_ShieldRecharge XLootContainerKActor]
FailedUseDisplayString=\"POSSESS HUMANS ALREADY UPGRADED\"
SearchDisplayString=\"TAKE\"
LootDisplayString=\"UNSTABLE NOSTRUM\"
NotLootableDisplayString=\"UNSTABLE NOSTRUM\"

[Pickup_StableTonic_WinterBolt_AoEFreeze XLootContainerKActor]
FailedUseDisplayString=\"POSSESS HUMANS ALREADY UPGRADED\"
SearchDisplayString=\"TAKE\"
LootDisplayString=\"UNSTABLE NOSTRUM\"
NotLootableDisplayString=\"UNSTABLE NOSTRUM\"

[Pickup_StableTonic_WinterBolt_Duration XLootContainerKActor]
FailedUseDisplayString=\"POSSESS HUMANS ALREADY UPGRADED\"
SearchDisplayString=\"TAKE\"
LootDisplayString=\"UNSTABLE NOSTRUM\"
NotLootableDisplayString=\"UNSTABLE NOSTRUM\"

[Pickup_Upgrade_BeamCannon_Damage1 XLootContainerKActor]
NotLootableDisplayString=\"BEAM CANNON UPGRADE\"

[Pickup_Upgrade_BeamCannon_Slow XLootContainerKActor]
NotLootableDisplayString=\"BEAM CANNON UPGRADE\"

[Pickup_Upgrade_Crossbow_Damage1 XLootContainerKActor]
NotLootableDisplayString=\"CROSSBOW UPGRADE\"

[Pickup_Upgrade_Crossbow_Upgrade2 XLootContainerKActor]
NotLootableDisplayString=\"CROSSBOW UPGRADE\"

[Plasmid_Unlock_ChargeDLCB XWeaponItem]
ItemName=\"CHARGE DLC\"
ItemDescription=\"Charge Unlock\"

[Plasmid_Unlock_UndertowDLCB XWeaponItem]
ItemName=\"UNDERTOW DLC\"
ItemDescription=\"Undertow Unlock\"

[Plasmid_Unlock_VoltSwarmDLCB XWeaponItem]
ItemName=\"VOLT SWARM DLC\"
ItemDescription=\"Volt Swarm Unlock\"

[QuestItem_Skyhook_HookPart XReactiveStaticMeshActor]
UseDisplayString=\"PICK UP HOOK\"

[QuestItem_Skyhook_VacuumPart XReactiveStaticMeshActor]
UseDisplayString=\"PICK UP VACUUM\"

[Tonic_Chameleon_DamageBoost XWeaponModItem]
ItemName=\"CHAMELEON DAMAGE BOOST\"
ItemDescription=\"Chameleon causes weapons to do double damage.\"

[Tonic_Chameleon_ShieldRecharge XWeaponModItem]
ItemName=\"CHAMELEON SHIELD RECHARGE\"
ItemDescription=\"Chameleon causes the player\'s shield to recharge.\"

[Tonic_Charge_ChargeAgain XWeaponModItem]
ItemName=\"CHARGE DLC\"
ItemDescription=\"Charge a second enemy if the first dies\"

[Tonic_Mesmerize_MezCorpses XWeaponModItem]
ItemName=\"POSSESSION DLC\"
ItemDescription=\"Adds ability to possess corpses who suicide when the effect expires\"

[Tonic_Undertow_ImpactDamage XWeaponModItem]
ItemName=\"UNDERTOW DLC\"
ItemDescription=\"Increases the damage done when targets impact collision\"

[Upgrade_Crossbow_Damage1 XWeaponModItem]
ItemName=\"CROSSBOW UPGRADE\"
ItemDescription=\"Increases CROSSBOW Damage by 25%\"

[Upgrade_Crossbow_Upgrade2 XWeaponModItem]
ItemName=\"CROSSBOW UPGRADE\"
ItemDescription=\"Increases CROSSBOW Damage by 25%\"

[Weapon_Unlock_FlakCannon_DLCB XWeaponItem]
ItemName=\"VOX PIG 01\"
ItemDescription=\"Vox Pig 01 Unlock\"

[Weapon_Unlock_FutureWeapon XWeaponItem]
ItemName=\"FUTURE WEAPON\"
ItemDescription=\"Future Weapon Unlock\"

For clarification, Volt Swarm seems to be an alternative name for Shock Jockey. Charge and Undertow were to be present with a new upgrade each, and Possession had a new extra upgrade to possess corpses (something similar to the Siren, at it seems). Said upgrades were probably collected rather than bought like in the second episode, the mention of unstable nostrums could hint to a choice upgrade like the Power to the People stations. Chameleon seems to be a cut Vigor (probably a first draft of Peeping Tom judging from the name). The crossbow was to be present (the model can still be found and is similar to Bio1's crosswbow). Future Weapon and Beam Cannon were probably just alternate names for the Radar Range. The Vox Pig was to be included as well. There are also mention of the Air Grabber parts required to build it. Pauolo (talk) 16:40, May 17, 2015 (UTC)


"Future Weapon and Beam Cannon were probably just alternate names for the Radar Range..."

I'm not so sure. I mean, Beam Cannon is listed as Radar Range, whereas Future Weapon is simply called Future Weapon... Maybe at some point they were planning on giving Elizabeth a Blaster from System Shock a future universe?

Jane St. Valentine (talk) 01:26, August 18, 2016 (UTC)

Removed objectives[]

Here's a bunch of removed objectives from both episodes of Burial at Sea, for those who would like to put them on this page. Some of Episode 1 were intended for a test map, and those from Episode 2 clearly depicts an unused plot with Booker DeWitt searching for his daughter Anna turned into a Little Sister in Rapture:

Episode 1[]

Here's for the test map:

[Quest_Test_Quest_CrackJewelrySafe XQuest]
AvailableString=\"Crack Jewelry Safe\"
NameString=\"Crack safe in jewelry department\"
DetailsString=\"Crack safe in jewelry department\"
ItemName=\"Crack safe in jewelry department\"
ItemDescription=\"Crack safe in jewelry department\"

[Quest_Test_Quest_CrackShoeStoreSafe XQuest]
AvailableString=\"Crack shoe store Safe\"
NameString=\"Crack shoe store Safe\"
DetailsString=\"Crack shoe store Safe\"
ItemName=\"Crack shoe store Safe\"
ItemDescription=\"Crack shoe store Safe\"

[Quest_Test_Quest_ObtainPortraitOfNotedPervert1 XQuest]
AvailableString=\"Obtain portrait of noted pervert Augustus Gloom\"
NameString=\"Obtain portrait of noted pervert Augustus Gloom\"
DetailsString=\"Obtain portrait of noted pervert Augustus Gloom\"
ItemName=\"Obtain portrait of noted pervert Augustus Gloom\"
ItemDescription=\"Obtain portrait of noted pervert Augustus Gloom\"

[Quest_Test_Quest_ObtainPortraitOfNotedPervert2 XQuest]
AvailableString=\"Obtain portrait of noted pervert Donald Fowler\"
NameString=\"Obtain portrait of noted pervert Donald Fowler\"
DetailsString=\"Obtain portrait of noted pervert Donald Fowler\"
ItemName=\"Obtain portrait of noted pervert Donald Fowler\"
ItemDescription=\"Obtain portrait of noted pervert Donald Fowler\"

And here's for the removed objectives:

[Quest_DLCB_Quest_DEPT_AlertSecurity XQuest]
AvailableString=\"ALERT THE SECURITY SYSTEM.\"
NameString=\"ALERT THE SECURITY SYSTEM.\"
DetailsString=\"PULL THE SWITCH TO ALERT THE SECURITY SYSTEM\'S TURRETS.\"
ItemName=\"ALERT THE SECURITY SYSTEM.\"
ItemDescription=\"PULL THE SWITCH TO ALERT THE SECURITY SYSTEM\'S TURRETS.\"

[Quest_DLCB_Quest_DEPT_DestroyTurret XQuest]
AvailableString=\"FIND AND DESTROY A SECURITY TURRET\"
NameString=\"FIND AND DESTROY A SECURITY TURRET\"
DetailsString=\"FIND AND DESTROY A SECURITY TURRET TO FIND PARTS FOR BUILD A SKYHOOK.\"
ItemName=\"FIND AND DESTROY A SECURITY TURRET\"
ItemDescription=\"FIND AND DESTROY A SECURITY TURRET TO FIND PARTS FOR BUILD A SKYHOOK.\"

[Quest_DLCB_Quest_DEPT_FindASkyhook XQuest]
AvailableString=\"FIND A WAY TO OPEN THE DOOR\"
NameString=\"FIND A WAY TO OPEN THE DOOR\"
DetailsString=\"THE WAY OUT IS CHAINED SHUT. FIND A TOOL TO REMOVE THE CHAINS.\"
ItemName=\"FIND A WAY TO OPEN THE DOOR\"
ItemDescription=\"THE WAY OUT IS CHAINED SHUT. FIND A TOOL TO REMOVE THE CHAINS.\"

[Quest_DLCB_Quest_DEPT_GetBeamCannon XQuest]
AvailableString=\"FIND THE MICROWAVE GUN.\"
NameString=\"FIND THE MICROWAVE GUN.\"
DetailsString=\"THE MICROWAVE GUN IS SOMEWHERE ON THE TOP FLOOR. FIND IT TO MELT THE ICE FROM THE ICE RINK ENTRANCE.\"
ItemName=\"FIND THE MICROWAVE GUN.\"
ItemDescription=\"THE MICROWAVE GUN IS SOMEWHERE ON THE TOP FLOOR. FIND IT TO MELT THE ICE FROM THE ICE RINK ENTRANCE.\"

[Quest_DLCB_Quest_DEPT_GetShockJockey XQuest]
AvailableString=\"FIND SHOCK JOCKEY\"
NameString=\"FIND SHOCK JOCKEY\"
DetailsString=\"SHOCK JOCKEY IS IN THE TOP FLOOR STORE. FIND IT TO OPEN THE DOOR TO THE ICE RINK.\"
ItemName=\"FIND SHOCK JOCKEY\"
ItemDescription=\"SHOCK JOCKEY IS IN THE TOP FLOOR STORE. FIND IT TO OPEN THE DOOR TO THE ICE RINK.\"

[Quest_DLCB_Quest_DEPT_GetSkyhook XQuest]
AvailableString=\"TAKE THE SKYHOOK\"
NameString=\"TAKE THE SKYHOOK\"
DetailsString=\"ELIZABETH HAS CONSTRUCED A SKYHOOK. TAKE IT FROM THE WORKBENCH.\"
ItemName=\"TAKE THE SKYHOOK\"
ItemDescription=\"ELIZABETH HAS CONSTRUCED A SKYHOOK. TAKE IT FROM THE WORKBENCH.\"

[Quest_DLCB_Quest_DEPT_GetSkyhookParts_1 XQuest]
AvailableString=\"GET SKYHOOK PARTS FROM THE TURRET\"
NameString=\"GET SKYHOOK PARTS FROM THE TURRET\"
DetailsString=\"GET SKYHOOK PARTS FROM THE TURRET.\"
ItemName=\"GET SKYHOOK PARTS FROM THE TURRET\"
ItemDescription=\"GET SKYHOOK PARTS FROM THE TURRET.\"

[Quest_DLCB_Quest_DEPT_GetSkyhookParts_2 XQuest]
AvailableString=\"SEARCH THE STORES FOR A HANDLE FOR THE SKYHOOK\"
NameString=\"SEARCH THE STORES FOR A HANDLE FOR THE SKYHOOK\"
DetailsString=\"YOU FOUND A HOOK TO USE FOR A SKYHOOK. NOW FIND A HANDLE TO GRAB ONTO.\"
ItemName=\"SEARCH THE STORES FOR A HANDLE FOR THE SKYHOOK\"
ItemDescription=\"YOU FOUND A HOOK TO USE FOR A SKYHOOK. NOW FIND A HANDLE TO GRAB ONTO.\"

[Quest_DLCB_Quest_DEPT_GetSkyhookParts_3 XQuest]
AvailableString=\"FIND A WORKBENCH TO ASSEMBLE THE SKYHOOK\"
NameString=\"FIND A WORKBENCH TO ASSEMBLE THE SKYHOOK\"
DetailsString=\"YOU FOUND ALL THE PARTS FOR A SKYHOOK. FIND A WORKBENCH FOR LIZ TO ASSEMBLE IT.\"
ItemName=\"FIND A WORKBENCH TO ASSEMBLE THE SKYHOOK\"
ItemDescription=\"YOU FOUND ALL THE PARTS FOR A SKYHOOK. FIND A WORKBENCH FOR LIZ TO ASSEMBLE IT.\"

[Quest_DLCB_Quest_DEPT_MeltThetIce XQuest]
AvailableString=\"USE THE MICROWAVE GUN TO OPEN THE DOOR.\"
NameString=\"USE THE MICROWAVE GUN TO OPEN THE DOOR.\"
DetailsString=\"YOU FOUND THE MICROWAVE GUN. USE IT TO POWER OPEN THE DOOR.\"
ItemName=\"USE THE MICROWAVE GUN TO OPEN THE DOOR.\"
ItemDescription=\"YOU FOUND THE MICROWAVE GUN. USE IT TO POWER OPEN THE DOOR.\"

[Quest_DLCB_Quest_DEPT_OpenShockJockeyDoor XQuest]
AvailableString=\"USE SHOCK JOCKEY TO OPEN THE DOOR\"
NameString=\"USE SHOCK JOCKEY TO OPEN THE DOOR\"
DetailsString=\"YOU FOUND SHOCK JOCKEY. USE IT TO OPEN THE DOOR TO THE ICE RINK.\"
ItemName=\"USE SHOCK JOCKEY TO OPEN THE DOOR\"
ItemDescription=\"YOU FOUND SHOCK JOCKEY. USE IT TO OPEN THE DOOR TO THE ICE RINK.\"

Note that those objectives are not necessarily in order. If I'm not wrong, it should play like this:

  • Booker and Elizabeth requires a Sky-Hook to continue exploring the department store (I'm ensure if it was meant to replace the Old Man Winter quest). They need to explore the stores for parts and to knock down a Pneumo Turret for its hook attachment (there's two lines of unused subtitles to confirm it). The turrets won't come out unless the security is alerted, hence the need to pull a switch.
  • The Shock Jockey quest was probably part of the Old Man Winter quest to shock-open teh door to the ice rink, though removed to allow players the choice of exploring the Plasmids instead of forcing them.
  • Same for the Microwave/Radar Range quest (which would have been found on the top floor), although one objective talks about melting the ice blocking the door to the ice rink, and the other one powering up a door. The latter could instead refer to a quest in Housewares, which would be logical considering that's where you find the Radar Range in the final version.
Another bunch of objective descriptions which were not among the GenQuests files but in GlobalXItemDatabase, and may belong to an early build of the first episode or another test map:
ItemLookupTable[776]=(ItemName=\"RESTORE POWER TO THE TRAM LINE\",ItemCategory=\"Quest\",ItemDescription=\"Restore Power to the Tram Line\")
ItemLookupTable[777]=(ItemName=\"FIND THE GIRL.\",ItemCategory=\"Quest\",ItemDescription=\"FIND THE GIRL.\")
ItemLookupTable[778]=(ItemName=\"DRAIN THE SECURITY HUB\",ItemCategory=\"Quest\",ItemDescription=\"Drain the Floodwater from the Security Hub.\")
ItemLookupTable[779]=(ItemName=\"GET TO THE PUMP ROOM\",ItemCategory=\"Quest\",ItemDescription=\"Go up to the Pump Control Room.\")
ItemLookupTable[780]=(ItemName=\"FIND A WAY ACROSS THE WATER\",ItemCategory=\"Quest\",ItemDescription=\"Find a Way Across the Water\")
ItemLookupTable[781]=(ItemName=\"FIND A WAY ACROSS THE WATER\",ItemCategory=\"Quest\",ItemDescription=\"Find a way Across the water.\")
ItemLookupTable[782]=(ItemName=\"GET TO THE FLOODED CONCOURSE\",ItemCategory=\"Quest\",ItemDescription=\"Get to the Flooded Concourse\")
ItemLookupTable[783]=(ItemName=\"DRAIN THE FLOODWATERS\",ItemCategory=\"Quest\",ItemDescription=\"Drain the Floodwaters.\")
ItemLookupTable[784]=(ItemName=\"GET TO THE FLOODED CONCOURSE\",ItemCategory=\"Quest\",ItemDescription=\"Get to the Flooded Concourse\")
ItemLookupTable[785]=(ItemName=\"FIND A SKYHOOK\",ItemCategory=\"Quest\",ItemDescription=\"Find a Skyhook\")
ItemLookupTable[786]=(ItemName=\"GET TO THE TRAM CONTROL ROOM\",ItemCategory=\"Quest\",ItemDescription=\"Get to the Tram Control Room\")
ItemLookupTable[787]=(ItemName=\"GET TO THE TRAM\",ItemCategory=\"Quest\",ItemDescription=\"Get to the Tram\")
ItemLookupTable[788]=(ItemName=\"DRAIN THE FLOODWATERS\",ItemCategory=\"Quest\",ItemDescription=\"Drain the Floodwaters\")
ItemLookupTable[789]=(ItemName=\"GET TO THE TRAM CONTROL ROOM\",ItemCategory=\"Quest\",ItemDescription=\"Get to the Tram Control Room\")
ItemLookupTable[790]=(ItemName=\"FIND A WAY TO THE STORE\",ItemCategory=\"Quest\",ItemDescription=\"Find a Way to the Store\")
ItemLookupTable[791]=(ItemName=\"DEFEAT THE GANG\",ItemCategory=\"Quest\",ItemDescription=\"Defeat the gang.\")
ItemLookupTable[792]=(ItemName=\"RESTORE POWER TO THE TRAM LINE\",ItemCategory=\"Quest\",ItemDescription=\"Restore Power to the Tram Line\")

Episode 2[]

Those come from a wholly unused quests text file:

[Quest_DLCC_Quest_DEPT_AnnasSong XQuest]
AvailableString=\"PLAY ANNA\'S SONG\"
CompletedString=\"Playing the Lullaby\"
NameString=\"PLAY ANNA\'S SONG\"
DetailsString=\"Put the coin in the slot and hope that Anna will follow. Along with her false protector.\"
ItemName=\"PLAY ANNA\'S SONG\"
ItemDescription=\"Put the coin in the slot and hope that Anna will follow. Along with her false protector.\"

[Quest_DLCC_Quest_DEPT_CodePt1 XQuest]
AvailableString=\"FIND THE JUKEBOX COMBINATION CODE IN THE RADIO DEPARTMENT\"
CompletedString=\"Got the Manager\'s Code\"
NameString=\"FIND THE JUKEBOX COMBINATION CODE IN THE RADIO DEPARTMENT\"
DetailsString=\"Only the Manager of the store had the combination code to open up the jukebox. Hopefully he wrote it down somewhere.\"
ItemName=\"FIND THE JUKEBOX COMBINATION CODE IN THE RADIO DEPARTMENT\"
ItemDescription=\"Only the Manager of the store had the combination code to open up the jukebox. Hopefully he wrote it down somewhere.\"

[Quest_DLCC_Quest_DEPT_FindAnna XQuest]
AvailableString=\"FIND YOUR DAUGHTER\"
CompletedString=\"Found Anna\"
NameString=\"FIND YOUR DAUGHTER\"
DetailsString=\"Anna is all alone. We need to find her.\"
ItemName=\"FIND YOUR DAUGHTER\"
ItemDescription=\"Anna is all alone. We need to find her.\"

[Quest_DLCC_Quest_DEPT_IntoRadioDept XQuest]
AvailableString=\"FIND A WAY PAST THE MICROWAVE BARRIER\"
CompletedString=\"Got Chameleon\"
NameString=\"FIND A WAY PAST THE MICROWAVE BARRIER\"
DetailsString=\"That prisoner used some kind of \'invisibility\' vigor to get past the microwave barrier. I need that vigor.\"
ItemName=\"FIND A WAY PAST THE MICROWAVE BARRIER\"
ItemDescription=\"That prisoner used some kind of \'invisibility\' vigor to get past the microwave barrier. I need that vigor.\"

[Quest_DLCC_Quest_DEPT_KillBigDaddy XQuest]
AvailableString=\"KILL THE BIG DADDY\"
CompletedString=\"Big Daddy is Dead\"
NameString=\"KILL THE BIG DADDY\"
DetailsString=\"Don\'t think; just beat him this time!\"
ItemName=\"KILL THE BIG DADDY\"
ItemDescription=\"Don\'t think; just beat him this time!\"

[Quest_DLCC_Quest_DEPT_LullabyPt1 XQuest]
AvailableString=\"FIND THE LULLABY RECORD IN THE RADIO DEPARTMENT\"
CompletedString=\"Recorded the Lullaby\"
NameString=\"FIND THE LULLABY RECORD IN THE RADIO DEPARTMENT\"
DetailsString=\"Anna\'s favorite lullaby might be enough to remind her of her father. I need a recording of it.\"
ItemName=\"FIND THE LULLABY RECORD IN THE RADIO DEPARTMENT\"
ItemDescription=\"Anna\'s favorite lullaby might be enough to remind her of her father. I need a recording of it.\"

[Quest_DLCC_Quest_DEPT_LureAnna XQuest]
AvailableString=\"DRAW ANNA TO THE ATRIUM\"
NameString=\"DRAW ANNA TO THE ATRIUM\"
DetailsString=\"Instead of charging head first at that big guy; maybe we can appeal to the Anna we knew and bring her to us.\"
ItemName=\"DRAW ANNA TO THE ATRIUM\"
ItemDescription=\"Instead of charging head first at that big guy; maybe we can appeal to the Anna we knew and bring her to us.\"

[Quest_DLCC_Quest_DEPT_LureBigDaddy XQuest]
AvailableString=\"LAY A TRAP FOR THE BIG DADDY\"
CompletedString=\"Trap Set\"
NameString=\"LAY A TRAP FOR THE BIG DADDY\"
DetailsString=\"Time to be smart about this; we\'ll lay a trap and get him to fight on our terms.\"
ItemName=\"LAY A TRAP FOR THE BIG DADDY\"
ItemDescription=\"Time to be smart about this; we\'ll lay a trap and get him to fight on our terms.\"

[Quest_DLCC_Quest_DEPT_MannequinPt1 XQuest]
AvailableString=\"FIND A GIRL MANNEQUIN\"
CompletedString=\"Found the Mannequin\"
NameString=\"FIND A GIRL MANNEQUIN\"
DetailsString=\"Our trap needs to look like a little girl. Maybe a mannequin from the store will do.\"
ItemName=\"FIND A GIRL MANNEQUIN\"
ItemDescription=\"Our trap needs to look like a little girl. Maybe a mannequin from the store will do.\"

[Quest_DLCC_Quest_DEPT_MannequinPt2 XQuest]
AvailableString=\"BAIT THE TRAP IN THE ATRIUM\"
CompletedString=\"Set Up the Mannequin\"
NameString=\"BAIT THE TRAP IN THE ATRIUM\"
DetailsString=\"We\'ve found something to trick the Big Daddy into thinking a girl is here. Time to set it up in the Atrium.\"
ItemName=\"BAIT THE TRAP IN THE ATRIUM\"
ItemDescription=\"We\'ve found something to trick the Big Daddy into thinking a girl is here. Time to set it up in the Atrium.\"

[Quest_DLCC_Quest_DEPT_RecordingPt1 XQuest]
AvailableString=\"FIND A RECORDING OF A GIRL\"
CompletedString=\"Cut a Record\"
NameString=\"FIND A RECORDING OF A GIRL\"
DetailsString=\"The Big Daddy should come running if we can trick him with a recording. We should try the Radio Department.\"
ItemName=\"FIND A RECORDING OF A GIRL\"
ItemDescription=\"The Big Daddy should come running if we can trick him with a recording. We should try the Radio Department.\"

[Quest_DLCC_Quest_DEPT_RecordingPt2 XQuest]
AvailableString=\"PLACE THE RECORDING AT THE TRAP\"
CompletedString=\"Set Up the Record\"
NameString=\"PLACE THE RECORDING AT THE TRAP\"
DetailsString=\"Elizabeth\'s recording should trick the Big Daddy. We should set it up in the Atrium for the trap.\"
ItemName=\"PLACE THE RECORDING AT THE TRAP\"
ItemDescription=\"Elizabeth\'s recording should trick the Big Daddy. We should set it up in the Atrium for the trap.\"

[Quest_DLCC_Quest_DEPT_ReturnMain XQuest]
AvailableString=\"RETURN TO THE MAIN BUILDING\"
NameString=\"RETURN TO THE MAIN BUILDING\"
DetailsString=\"PLACEHOLDER UNTIL DESIGNED\"
ItemName=\"RETURN TO THE MAIN BUILDING\"
ItemDescription=\"PLACEHOLDER UNTIL DESIGNED\"

[Quest_DLCC_Quest_DEPT_SetUpJuke XQuest]
AvailableString=\"REPAIR AND LOAD THE JUKEBOX IN THE ATRIUM\"
CompletedString=\"Jukebox Set\"
NameString=\"REPAIR AND LOAD THE JUKEBOX IN THE ATRIUM\"
DetailsString=\"We\'ve got the valves. We have the combination code (7793). And lastly the lullaby record. Need to get the jukebox all set up.\"
ItemName=\"REPAIR AND LOAD THE JUKEBOX IN THE ATRIUM\"
ItemDescription=\"We\'ve got the valves. We have the combination code (7793). And lastly the lullaby record. Need to get the jukebox all set up.\"

[Quest_DLCC_Quest_DEPT_TrackBigDaddy XQuest]
AvailableString=\"TRACK DOWN THE BIG DADDY\"
NameString=\"TRACK DOWN THE BIG DADDY\"
DetailsString=\"The Big Daddy still has Anna; we need to find him and get him out of the picture.\"
ItemName=\"TRACK DOWN THE BIG DADDY\"
ItemDescription=\"The Big Daddy still has Anna; we need to find him and get him out of the picture.\"

[Quest_DLCC_Quest_DEPT_TriggerTrap XQuest]
AvailableString=\"TRIGGER THE BIG DADDY TRAP\"
CompletedString=\"Triggered\"
NameString=\"TRIGGER THE BIG DADDY TRAP\"
DetailsString=\"Everything\'s ready. Once we set the record playing there\'s no turning back.\"
ItemName=\"TRIGGER THE BIG DADDY TRAP\"
ItemDescription=\"Everything\'s ready. Once we set the record playing there\'s no turning back.\"

[Quest_DLCC_Quest_DEPT_VacuumPt1 XQuest]
AvailableString=\"FIND REPLACEMENT VACUUM TUBES IN THE RADIO DEPARTMENT\"
CompletedString=\"Found the Vacuum Tubes\"
NameString=\"FIND REPLACEMENT VACUUM TUBES IN THE RADIO DEPARTMENT\"
DetailsString=\"Our impact with the jukebox shattered several of the amplifier vacuum tubes. Maybe we can find some replacements.\"
ItemName=\"FIND REPLACEMENT VACUUM TUBES IN THE RADIO DEPARTMENT\"
ItemDescription=\"Our impact with the jukebox shattered several of the amplifier vacuum tubes. Maybe we can find some replacements.\"

And here's another one found in the final quests text file:

[Quest_DLCC_Quest_DEPT_FindAnna XQuest]
AvailableString=\"FIND YOUR DAUGHTER\"
CompletedString=\"Found Anna\"
NameString=\"FIND INFORMATION ON THE BOMB\"
DetailsString=\"The bomb has been set. Locate it.\"
ItemName=\"FIND INFORMATION ON THE BOMB\"
ItemDescription=\"The bomb has been set. Locate it.\"

Now here's the most interesting part. It seems Episode 2 had a completely different plot which did not involve Elizabeth from the previous episode, but Anna, and as an educated guest it was probably a direct sequel to the post-credits scene of Infinite. So here is the possible timeline of those quests as I understand it:

  • Booker's daughter Anna has been turned into a Little Sister and is guarded by a Big Daddy somewhere in the Department Store (I don't know which building though, could be any of the three).
  • Two choices are offered: either take the Big Daddy down or lure Anna away from him.
  • Either way, Booker needs to enter the Radio Department, which requires the manager's code but also an invisibility Plasmid (probably Peeping Tom or Chameleon which is mentioned in the first episode) to go through a microwave barrier.
  • Inside the store, Booker needs to find a recording of Elizabeth to lure the Big Daddy. That quest probably meant a recording of Anna, unless it's really a recording of Elizabeth (why would there be a recording of Anna in a store?) as "Cohen's Songbird." The other choice is to find a recording of Anna's favorite lullaby to lure her away from her "fake protector."
  • The jukebox required for the plans is to be loaded in the Atrium, which will damage it, so it also needs vacuum tubes for repair.
  • Once all the previous objective have been done, everything will play in the Atrium.
    • For the Big Daddy, there's need of a mannequin to look like the Little Sister and a bomb. According to the last quest above, it seems the bomb was already set somewhere and Booker was to find it. Once all is prepped, Booker plays the recording, the Big Daddy goes to the mannequin and the bomb is triggered.
    • For Anna, playing her lullaby will lure her in the Atrium along with her protector. There's no detail in how it would have been dealt with in this scenario.

Keep in mind this is only one interpretation of those disordered quest texts. Perhaps the plot had no choice option and required to lure both Anna and her Protector, or it had two versions before being discarded. Anyway, I don't think there's any model or texture left related to this radically different plot, nor I've seen art of it from the developers. Pauolo (talk) 21:02, May 17, 2015 (UTC)

Quick reference on Infinite's evolution through 2011 to 2013[]

I just read an article from Kotaku where Shawn Elliot, ex level designer for Irrational Games, comment on how Infinite showed a lot more during E3 2011 and why was it changed in gameplay and level size for its release 2 years later. I'm not sure where to add this, either here or on the BioShock Infinite page, but the link will be here on this talk page if anyone wants to add it properly on the wiki. Pauolo (talk) 22:09, June 9, 2015 (UTC)

Cleanup/Overhaul[]

The same thing is occurring here as on the Rapture Businesses page.

Tidibits are added about the game without noting where they can be found.

As a result, much of the page reads as hearsay and are impossible for someone without insider knowledge to verify and corroborate.

This is essential not only to provide credible information, but to preserve information that would be lost as web pages move.

http://www.laurazimmermann.com/ is currently down, one of the key artists in Bioshock and Infinite.

A 2009 article about Eva Tate was also lost when fear.net changed addresses to http://www.chillertv.com/

http://www.fearnet.com/news/interview/sdcc-2009-juliet-landau-talks-angel-and-bioshock-2

It is fortuitously archived here.

https://archive.is/LiWyH

Archive sites like the Internet Wayback Machine can only do so much unless ephemeral websites are manually archived using something like http://www.webcitation.org/

All of the tidibits should be speedily cited and sourced or will challenged and removed.

UpgradeTech (talk) 21:07, October 24, 2015 (UTC)

We need to cut this page into several sub-pages for each large section. While all the stuff listed is worthy enough to be here, the page is too long and might be too heavy to be loaded up for some browsers. Pauolo (talk) 00:08, January 24, 2016 (UTC)

Removed Content of Burial at Sea Episode 1[]

I restarted extracting audio contents of Burial at Sea and I found many interesting unused files of Elizabeth. Here's example:

  • vo_elizabeth_sees_individual_alphaCrossbow_81215_1 = "Mr. DeWitt, Crossbow..." - Indicating Leadhead Splicer with Crossbow
  • vo_elizabeth_sees_individual_alphaGrenade_81223_1 = "Take care, it's Nitro..." - Indicating Nitro Splicer
  • vo_elizabeth_sees_individual_alphaHoudini_81195_1 = "Look out, it's Houdini..." - Indicating Houdini Splicer
  • vo_elizabeth_sees_individual_alphaVolter_81200_1 = "Be careful, Shock Jockey..." - Indicating Jockey Splicer

Should we add those things as removed contetns?

Pawn of Atlas (talk) 03:00, November 29, 2015 (UTC)

Late answer, but yes definitely. First it shows the crossbow would have been present in early builds of BaS 1, but also that there were more varied types of enemies. It makes me wonder why the first episode was reduced so much in content. Pauolo (talk) 00:11, January 24, 2016 (UTC)

Video of Removed Content[]

I'm not sure this is the right time to share this as we still have a lot of work to do with this page and this will only add to it.

Regardless, I found a development video on James Sharpe's portfolio, featuring cut content: https://www.youtube.com/watch?v=L36hPxouFwQ

Here's some things I have gathered from the video (but I highly suggest that you see for yourself):

  • Elizabeth can be seen in her original model, when she looses grip of DeWitt and falls into Battleship Bay and in other locations.
  • Two Hovercrafts can be seen colliding in what seems to be a early version of Soldier's Field.
  • What appears to be the Devil's Kiss Vigor Junky can be seen running towards the player presumably to commit suicide, like the Fireman and explodes when Booker shoots at them.
  • Elizabeth can be seen absorbing power from a shimmer of some sort.
  • Ice (cream?) wagons that explode when you shoot at them.
  • A ability to summon a ghost that controls weapons at will (re-purposed for the Ghost Soldier gear).
  • A device that provides a shock to the vending machines and likely something else as well.
  • A fire ability, that doesn't look like Devil's Kiss. Which reminds me of the Alpha Series' Elemental Burst ability.
  • Tears opening to various locations, which the player can enter at will (doesn't seem to be part of a scripted event/the plot).
  • Though it is seen in other early footage, furniture and other objects could be interacted with (like in BioShock & 2), set ablaze and lifted with Bucking Bronco, instead of just solid unmovable objects. This was likely cut when Telekinesis was.
  • A Vigor that summons plants, which appear to have been developed in to Possession.
  • A ghostly man walking. Not sure if they planed to feature the Ghosts.
  • The Daisy kill Fink scene with a random Vox Woman and Female Citizen.
  • Return to Sender in use has a different appearance.
  • The Shock Jockey bottle has a different design, which appears to be one of the two bottles on the bottom row on this concept.
  • Booker absorbing what appears to be blood from a corpse, which could be the same ability this "pope" uses in a piece of concept.
  • Undertow transformed your hand into tentacles when in use.

--Shacob (talk) 22:29, February 22, 2016 (UTC)

)

New Early Emporia Images[]

It's not a problem with the images which are great. The problem is I can't tell if these are from an unused version of Emporia. Or if they are from the cut Multiplayer levels since Mr. Lizama worked on both. Oddly nothing here at all made it in the final game. Source: http://www.christianmartinezlizama.com/project/bioshock-infinite/ (There is also some BioShock and BS2 stuff there as well.)

So where should these be put? sm --Solarmech (talk) 17:33, September 15, 2017 (UTC)

These are gorgeous! If we're not sure, maybe we can place them under an "Unknown level" section noting that we're not sure where the images belong to. That way we provide the best, to our knowledge, information to our readers. Mainframe98 talk·blog·edits 18:02, September 15, 2017 (UTC)
Yeah they ARE great. Mr. Lizama does great work and I wish we could have seen this in game. (Wonder if they could be rebuilt in UE4 :)) But looking at the file names we can see that at least the first two images are from Emporia. (Emp May 03.jog, Emp May 021.jpg) The other images highly resemble the style used in Emporia at the time and to a certain extent in the final game (Fort Franklin). But you may be right about putting these under "Unknown Level". Just have to add flavor text that they could be. sm --Solarmech (talk) 18:20, September 15, 2017 (UTC)
The first two images are definitely from an early version of Emporia, multiplayer or not, and should be distinguished as such. In fact, the style is the same used in the 2011 E2 demo: https://www.youtube.com/watch?v=6WUt5dEMt_Y. The images found here under the "Earlier level." also appears to be from the same area: http://www.s-dot.de/php/project-viewer.php?index=162.

The last image has the file name "Rooftop" which could indicate Comstock Center Rooftops, although it might be a stretch.

--Shacob (talk) 12:30, September 19, 2017 (UTC)

BSI was to have RPG Elements?[]

Saw a Youtube vid from "Gameological Dig" about BSI. In it, the maker claims that Booker DeWitt was to have strong RPG elements. I mean classes and possibly even XP. Has anyone ever heard this before? Because I don't remember hearing *anything* about this ever for Booker. No sources are given for this info or any info in fact. And the maker has made mistakes before. Different classes is something that multiplayer FPS games do, not SP. I'm not going to get in an argument with the maker of the vid or even ask him anything. I get the impression that he thinks his opinions are facts. BUT I also want to make sure we have best info. sm --Solarmech (talk) 13:02, September 20, 2017 (UTC)

Guess I should link to the part where it's stated. https://youtu.be/lCgrlX79ZCo?t=8m33s sm--Solarmech (talk) 13:25, September 20, 2017 (UTC)

Unused Enemy Voice Lines?[]

As stated in the article there are a few hundred quotes containing the tag 'taunt_creepy' within its name that the article claims are unused within the game. Contrary to these claims I'm fairly certain I've heard these quotes used at various points in the game. The merged shopkeeper in the excelsior shop in Downtown Emporia utilises some of the fndr_female quotes, the Lunatics in comstock house utilize the fndr_male quotes and possessing an enemy will rarely cause one of these quotes to play.

I won't contest that these quotes are very out of place for the atmosphere of Columbia and strongly resemble the more psychotic world shown in early gameplay demos and concepts and the world that was described in interviews with various developers over the years, so I'm sure that these quotes were indeed from a very old version of the game, perhaps they were meant to be used by merged citizens or other characters that had lost their minds due to tear exposure, drug use etc. but ended up being repurposed in the final cut of the game. However due to the fact that they are actually used within the game they probably shouldn't be on this page, or perhaps it should instead talk about the potential uses they had before they were repurposed.

Can someone with more knowledge and experience than myself please verify this?

86.132.201.204 22:41, October 16, 2018 (UTC)

Poster Locations[]

I noted that there are several posters on this wiki that I don't recall seeing anywhere in-game, but they are still noted as being present. If anyone knows the location they are found, please mention them here and add your own if you have any particular in mind.

The poster I've gathered thus far:

--Shacob (talk) 18:56, April 25, 2020 (UTC)

I don't personally recall seeing them in-game or in the files. They appear to have been disseminated through various gaming websites as official Bioshock Infinite propaganda circa 2011-2013. Some have been printed and distributed in physical press kits. Though the sources should be confirmed as official, unlike that piece of Minor Victory Cigarettes fanart. UpgradeTech (talk) 22:22, April 25, 2020 (UTC)

7 is used in The Columbian Archeological Society in clash in the clouds. I have not seen anyother.

--JollyHarriet (talk) 00:06, April 26, 2020 (UTC)


Thanks JollyHarriet!
Yeah I figured, I've seen most of them in pre-launch images and demos, but never in-game. I'll be moving them to removed content shortly.
--Shacob (talk) 18:45, April 26, 2020 (UTC)

Where is this located?[]

(Moved from Talk:Sinclair Cigars in 2020)

Is there any proof of this place showing up in-game?

Cigars are not listed as a consumable in Infinite with only Cigarettes (Columbia). They do appear in BaS as Cigars. There are also blue cigar tins for "Columbia Cut Plug Cigars".

The only reference I've found is from a forum post from 2010.

https://bioshock.fandom.com/wiki/Forum:Sinclair_Cigars%3F

A very blurry image of Sinclair Cigars can be seen in the 2010 demo at 1:17 on the right.

https://www.youtube.com/watch?v=Y_DSfjAdhlU

They only other cigar shop that I can find in Columbia is a generic "Cigar Shop" sign found in Shady Lane and Downtown Emporia

http://imgur.com/wQxiv3r

UpgradeTech (talk) 22:29, January 6, 2016 (UTC)

I think it appeared as an advertising billboard around the game, like Zimmerman Chardonnay. I don't have the game installed to check on it now though, but my best bet would be to check the first levels or the Emporia ones for it. Pauolo (talk) 13:50, January 7, 2016 (UTC)
EDIT: Nevermind, I'm probably mistaking that billboard for the one you mentioned, but I remember the one from the demo and it is odd Irrational did not keep that reference to Scott Sinclair in the final game. It's perhaps one of those assets that needed replacement when they shifted the art direction. Pauolo (talk) 13:57, January 7, 2016 (UTC)


Let's not be hasty and remove this too soon. Someone created it, so there's a fair chance it does exist somewhere, we just need to keep looking.


Unownshipper (talk) 06:46, January 8, 2016 (UTC)
Looking over the 2010 demo again, I found a clearer picture.
At 2:08, when looking at at the statue of Columbia, the second half of the sign can be seen on the leftmost building above the "McNulty's" sign. The Smoking Tobacco is easily discernible, but the "Sinclair" is cropped out.
https://www.youtube.com/watch?v=Y_DSfjAdhlU
Again, I have yet to see this sign in the game. UpgradeTech (talk) 00:59, February 2, 2016 (UTC)

It's been about two years now I still cannot find this texture file.

According to these pieces of concept art and the video timestamp above, Sinclair Cigars appears to be part of a generic collection of advertisements which include a "...Bakery", "Brait's" (another Bioshock developer), "McNulty's - We Clothe the People We Furnish the Home" (another Bioshock developer), and "B. Markham Brushes Oils Paints"

Only the B. Markham sign still seems to exist in the game files.

https://imgur.com/a/407zy

It it located in the Advertisement_DECALS folder as Advertisment06.tga which implies other advertisements did exist and were removed. The only other advert in the folder is the Lutece Labs logo. UpgradeTech (talk) 23:24, December 4, 2017 (UTC)

I will have to agree on the fact that Sinclair Cigars is indeed removed. I've been running through the game recently and I haven't stumbled upon Sinclair Cigars at all.


--Shacob (talk) 23:17, December 4, 2017 (UTC)

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