The Story About Bioshock Infinite Booker and His Involvement in the Game

In Bioshock Infinite, Booker Dewitt is narrated as a guy who always feels guilty and depressed by all of his mistakes in the past. Driven by the needs to wipe off his debts and get out from all of his problems, Booker then makes such a horrible decision in his life. He sells his baby daughter, Anne Dewitt, to a guy named Robert Lutece, which is under the command of Comstock.

After selling his child to Robert Lutece reluctantly, he then changes his mind and chases Robert through the hallway in order to cancel the deal with Comstock and take his daughter back. Unfortunately, as shown in the cut scenes of Bioshock Infinite, Booker doesn’t manage to grab his child back from Comstock’s hands. As the window of Lutece’s time machine shuts down, Anne’s pinky finger is cut in two parts in 2 different realities, in Booker’s reality and Comstock’s reality in Columbia.

Booker Dewitt’s Past

Well, if you have played this game already, either on PC or console, then you also know that in Bioshock Infinite, Booker is characterized as a guy that is full of rage, especially when it comes to his past, where he committed so many brutal actions during his tenure as a soldier. As shown in the game, Booker used to be part of 7th Cavalry Regiment of US Army as a soldier and he was involved seriously in a war called “The Wounded Knee Battle”.

During that war, Booker had done so many brutal, even inhuman acts to many of his enemies, like skinning their heads and burning them all together. This was why one of his comrades, Cornelius Slate, called Booker as “The White Injun”, thanks to his brutal methods in killing enemies in the war.

Soon after the whole war had ended in 1892, when Booker was still 18 years old, his wife/girlfriend gave Booker a baby named Anne Dewitt. Sadly, after giving birth to Anne, his wife died. And this is the part when Booker’s problems start mounting up to his shoulders.

Realizing that he had become a single father, raising his daughter by himself, not to mention remembering all of the brutal acts he committed earlier during the war, Booker felt really depressed, so he then decided to turn to alcohol and gambling. And obviously, alcohol and gambling just didn’t mix very well for him. Therefore, as a drunk gambler, he lost a lot of his money and started collecting a pile of debts, a mount of debts.

And that’s not the end of it. When he finally became an agent in Pinkerton National Detective Agency, Booker apparently still brought all of brutal habits in his past and implemented them as the methods for his actions as Pinkerton agent. And thanks to that, he then was fired by his agency because he was too cruel as an agent.

When Booker Sells His Daughter to Comstock

As time passed by and Booker Dewitt kept letting himself being dragged to gambling and alcohol much even deeper than before, he then began gaining debts from his loss as a “drunk gambler”. Realizing that his debts kept piling up and he was not willing to let his daughter, Anne Dewitt, live in his miserable life, Booker then met with a guy named Robert Lutece, a scientist that was ordered by Comstock to meet Booker.

Thanks to Rosalind Lutece’s time and reality machine, Robert apparently knew that Booker was possessing a lot of debts on his side, so Robert then offered him the golden chance to wipe off all of Booker’s debts with the exchange of his tiny little daughter, Anne Dewitt.

And as shown in the cutscenes of the game, Booker then reluctantly accepted that offer but soon changed his mind and decided to chase Robert through the hallway in order to cancel the deal.

Booker Decides to Take Baptism to Wash Off His Sins

With Anne Dewitt taken by Comstock to Columbia, Booker felt really guilty by his mistake of selling his daughter, not to mention all bunch of other problems that he had already done before, like brutal actions during the war, gambling, drinking alcohol, collecting debts, and many more. So Booker then decided to take baptism as the only way for him to wash off all of his sins in the past and start his new better life. This is the part when the story gets more interesting.

Booker Rejects or Accepts the Baptism

  • By the time when Booker is still deciding whether to ACCEPT the baptism or REJECT the baptism, this reality is divided into 2 different realities.
  • In the FIRST reality or let’s call it as “TIMELINE A”, Booker decides to ACCEPT the baptism and this is when he changes his name and becomes Comstock.
  • On the other hand, in the SECOND reality or “TIMELINE B”, Booker apparently feels that all of sins just simply cannot be washed away by that baptism, so he then decides to REJECT the baptism and remains as Booker Dewitt.

It’s worth noting that the real reality that must be underlined in this game is “TIMELINE B” or the reality where Booker REJECTS the baptism and still remains as himself. However, the fact that there is another reality, where Booker decides to ACCEPT the baptism and becomes Comstock, then it’s also important to know about who Comstock really is.

Who is Comstock?

Okay, now you know that in this game, Booker will become or change his name to Comstock if he decides to ACCEPT the baptism. In this reality or as mentioned above as “TIMELINE A”, Comstock apparently feels and believes that all of his sins in the past, like committing brutal actions during the war, gambling, drinking alcohol, collecting debts, selling his daughter, etc, can be washed away with the baptism.

However, despite being born as a new better person, Comstock apparently still inherits all of his dark side from his past as Booker Dewitt. After successfully convincing the New York government to help fund the technology projects and inventions of his friend, Rosalind Lutece, Comstock manages to make his dreams come true. And that is to build a floating city of Columbia and become a leader or “prophet” for the people in Columbia.

What Booker’s mission in Columbia?

Back in 1912, Booker met again with Robert Lutece for the second time. However, this time, Robert was not alone as he also dragged his “twin”, Rosalind Lutece to meet Booker. In this part, Booker was offered by Robert and Rosalind a job to help a girl named Elizabeth escape from Columbia and bring her to New York unharmed.

After being dragged into the reality where Columbia exists, (from “TIMELINE B” to “TIMELINE A”), Booker suddenly had some mixed memories in his mind and remembered again with his past, but mixed with new “old” memories in Columbia (when Booker turned into Comstock, because Booker is basically the same one person of Comstock). So when offered a job to get a girl and bring her to New York in order to “WIPE OFF HIS DEBTS”, Booker just simply nodded along and didn’t question that job.

Who is Elizabeth?

Elizabeth is a girl that has been held captive in the tower of Monument Island by Comstock. Having been “caged” for almost the rest of her life in a tower, Elizabeth educates herself with so many books and the knowledge about lock-picking and geometric co-ordinates, while sharpening her power to open the tears, her “super power” (just like Spiderman with his “spider web”, Superman with his “vision” or Batman with his “big fat bank account”). She then meets Booker for the very first time after Booker falls from the top of Monument Island to the library.

Booker’s Main Strengths

In Bioshock Infinite, Booker Dewitt is given with so many strengths that accompany him along his journey in Columbia, in the forms of weapons and telekinesis powers. Most of his weapons are old-fashioned 1900-themed guns, like cowboy pistol, old-school shot gun and many more.

Besides those tangible weapons, Booker Dewitt is also blessed with some telekinesis powers that allow him to use some kind of super powers from his hands to fight enemies that stand in his way. To name of few, there are some prominent telekinesis powers that are possessed by Booker, like the one called “Devil’s Kiss”, which can be used by Booker to throw a fire grenade to enemies. He also can use his other telekinesis super power called “Possessions”, which can turn his enemies into his allies but not permanently.

On some occasions, Booker Dewitt is also helped a lot by Elizabeth with her power to open the tears, which allows Elizabeth to transport some goodies (e.g., medics, bullets, walls to defend, cargoes, etc) from other different realities into Booker’s reality. Sometimes, Elizabeth also gives Booker some gold coins or stuff for protecting her against enemies.

When Booker Realizes that Comstock is Actually Himself

At the ending part of this game, Booker finally discovers that, all along, Comstock is actually himself, but from “TIMELINE A” or the reality where Booker decides to ACCEPT the baptism. Having known that, he and Elizabeth then realize that Comstock cannot be stopped because he has already mastered all of the realities, thanks to Lutece’s time and reality machine. So even though Booker manages to kill Comstock by crashing his head on the edge of fountain and drowning him in the water, Comstock will still be alive in many different realities.

The best way to stop Comstock from living again in all different realities is to prevent him from being born in the first place. And the first time Comstock was born or created was when Booker decided to ACCEPT the baptism. Therefore, Elizabeth then opens the tear and brings Booker to the exact reality when he is still taking the baptism in the river.

In this reality, Booker finally realizes that the only way to stop Comstock from being born is no other but to kill Booker himself in the river. Elizabeth then, along with the other Elizabeths (plural) from different realities, gather around Booker and drown him in the water until they kill him.

And finally, at the ending story of this game, Booker Dewitt finds himself again alive in the reality where he is still in his own house. However, the existence of Anne Dewitt in her room is still mystery until now as Irrational Games decides to end the game soon after Booker opens the door of Anne’s room.

10 Lottery Playing Tips for Florida’s Daily Fantasy 5 Lottery Game

The Florida 5/36 Matrix Fantasy 5 Lottery Game is one of the best lottery bets you can make anywhere. The odds of matching all 5 winning numbers in the next Fantasy 5 drawing are 1 in 376,992. The odds of matching 4 of 5 winning numbers are 1 in 2,432 and the odds of matching 3 of 5 winning numbers are 1 in 81.07. Compare Florida’s Fantasy 5 odds to the millions to 1 odds of a 6-number lotto drawing or a 4+1 number mega-money drawing. Top Fantasy 5 prize winners over the past 5-years have won as much as $350,000 in a single drawing and, on those days when there were no top prize winners, players who matched 4 of 5 winning numbers have won as much as $1,150 in a single drawing. Players who match 3 of 5 winning numbers typically win $10, and those players that match 2 of 5 winning numbers win a free Fantasy 5 ticket for the next drawing.

Lottery games such as Florida’s Fantasy 5 are based on a random selection of numbers. It is impossible for any person or any computer software to predict which numbers will be drawn in the next drawing. It is for this simple fact alone that you shouldn’t waste your money on lottery software, lottery wheels or other lottery strategies like those promoted all over the internet. Most self-described lottery “experts” selling such lottery products all advise against playing lottery terminal generated “quick picks”. Fact of the matter is that of all the Fantasy 5 jackpot tickets over the past 5+ years (3,989 jackpot tickets), almost 50% were “quick picks” (1,971 “quick-pick” jackpot tickets)

The best ways to improve your chances of winning 3, 4 and 5 number Fantasy 5 cash prizes are to identify, select and play those number combinations that have historically been drawn more frequently over a long period of time than those number combinations that have rarely been drawn over the same period of time. In other words, play the proven percentages.

A great resource that identifies the 2, 3, 4 and 5 number winning number combinations of 1,825 Florida Fantasy 5 drawings from July 16, 2001 (the start date of the 5/36 Matrix Fantasy 5 game) through July 15, 2006 is the “Florida Fantasy 5 Lottery Facts Report”, which is offered at [] for $12.95. The “Report” was published by BESTRACS Consulting, LLC, a firm that has compiled all the Florida Fantasy 5 winning number combinations for the past 5-years. The “Report” includes easy to read tables that accurately depict the number of times each of the 36 numbers was drawn over the 5-year period; the number of times each of the 36 numbers was drawn in each of the 5 positions of the winning number combinations (i.e. 1st, 2nd, 3rd, 4th and 5th position); the number of times each possible 2-number combination (each possible pair) was drawn; all the 3-number combinations that “hit” 7 or more times over the 5-year period; all the 4-number combinations that “hit” 3 or more times over the 5-year period; high/low and odd/even winning number combination ratios; other winning number combination percentages and more.

The “Report” does not definitively tell you which numbers or number combinations to play nor does it suggest any definitive lottery playing strategy or the amount of money to play – it just represents the actual trends of the winning number combinations and number patterns over the 5-year period and calculations derived there from.

The “Report” also includes the winning number combinations from July 16, 2006 through the end of most current previous week as of the date the “Report” is ordered.

The following are some of the playing Tips that are easily derived from the “Florida Fantasy 5 Lottery Facts Report”:

1. Play 3-odd/2-even and/or 2-odd/3-even 5-number combinations. Such odd/even combinations jointly “hit” a total of 1,208 times over the 5-year period (equates to a 66.19% winning percentage).

2. Play 3-low (numbers 1 through 18)/2-high (numbers 19-36) and/or 2-low/3-high 5-number combinations. Such combinations jointly “hit” a total of 1,226 times over the 5-year period (equates to a 67.18% winning percentage).

3. Play number pairs that “hit” frequently over the 5-year period (i.e.”2-35″) with other numbers that “hit” frequently and with “long shot” numbers. There are several of these “winning pairs” identified in the “Florida Fantasy 5 Lottery Facts Report”.

4. Play consecutive number pairs that “hit” frequently over the 5-year period (i.e.”30-31″) with your other numbers. There are several of these “winning consecutive number pairs” identified in the “Florida Fantasy 5 Lottery Facts Report”.

5. Do not play 5-number combinations that “hit” previously over the 5-year period. Only two of the same combinations repeated over the 5-year period.

6. Do not play the same 4-number combinations repeatedly. Only 32 4-number combinations repeated more than two times over the 5-year period.

7. Do not play 5-consecutive number combinations (i.e. “5-6-7-8-9”). No such 5-consecutive number combinations “hit” over the 5-year period.

8. Do not play “all odd number” or “all even number” combinations. “All odd number” combinations “hit” only 55 times over the 5-year period (a 96.99% losing percentage) and “all even number” combinations “hit” only 49 times over the 5-year period (a 97.32% losing percentage).

9. Do not play “all low number” (1 through 18) or “all high number” (19 through 36) combinations. “All low number” combinations “hit” only 41 times over the 5-year period (a 97.75% losing percentage) and “all high number” combinations “hit” only 42 times over the 5-year period (a 97.70% losing percentage).

10. Always include a few “quick picks” in with your daily Fantasy 5 plays.