FAQ/Walkthrough - Guide for BioShock Infinite
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=============================================================================== =============================================================================== _______________________________________________________________________________ ______________________________Bioshock Infinite________________________________ _______________________________FAQ/WALKTHROUGH_________________________________ _____________________________________________________________________By Sokkus_ =============================================================================== =============================================================================== Guide stats: ------------ Time taken to write : 40+ hours Word Count to date : 30,000+ ------------------------------------------------------------------------------- =============================================================================== =============================================================================== Introduction =============================================================================== Welcome to my guide for Irrational Games' latest entry into the Bioshock fanchise - Bioshock Infinite! If you see any errors, have a question, a tip or an alternate strategy for a section of the guide please head to the contact section and flick me an email to let me know! Im currently around 80% complete and have written the walkthrough via chapters loadable from the chapter menu. Unfortunately some of these seem ridiculously large and others quite small, so once it is finished i will ensure to sort it out a little bit better. If you like what you see here, be sure to check out more of my guides, reviews and podcasts at www.consoledomination.com and consider donating to my Paypal if you are feeling a little generous! Note: This guide is not yet 100% complete. In its current state, the guide currently contains: > Walkthrough to 80% of the campaign with all gear, voxophones, Kinetoscopes, telescopes, infusion upgrades along the way so far. I have started a facebook group for readers to keep track of the latest updates to my guides, you can find it here: https://www.facebook.com/pages/Sokkus/356910437737253 =============================================================================== Donations =============================================================================== After a few generous emails and suggestions from readers and because donations seems to be a growing trend among other contemporary guide writers, I have decided to put in the option to allow you to donate some money to me for helping you out if you wish to do so. Although I make these guides for free in my spare time, I probably donât need to point out to gamers that purchasing games is an extremely expensive hobby (games in Australia cost on average $90 - $120) and writing guides for them can be a very long, incredibly difficult and thankless task at the best of times, but one that is very challenging and occasionally rewarding. Considering you could be paying upwards of $20+ for guides in a game shop,these free and easily available guides make a cost-effective substitute. Whilst most are happy to use and move on without a word I would move that a simple donation is a great, easy way to say thanks if you feel that my guide has saved you some time, money and frustration in some small way. By no means feel obligated to donate just for viewing my guide, but if you are feeling a little generous I certainly wonât object! Any amount is appreciated whether it be 10 cents or $10. Thankyou for all that read this far, if you are interested in donating, my Paypal address is listed below, if not, skip down to the table of contents below and get stuck into the lofty world of Columbia in Bioshock Infinite! Paypal ID; sokkus[at]hotmail[dot]com =============================================================================== =============================================================================== =============================================================================== ------------------------------------------------------------------------------- *************************** ************************** *** TABLE OF CONTENTS *** ************************ *********************** ------------------------------------------------------------------------------- >> Note: To fast travel to a section of the guide, copy the text code next to the section of interest. Press CTRL +F and paste the code in there to jump down to where you want to go in a flash! ------------------------------------------------------------------------------- _______________________________________________ / Bioshock Infinite Campaign Walkthrough \__________________ \_______________________________________________/ ] | | | 1. Hints and Tips.................................... [HNTTP] | | | | | 2. Campaign Walkthrough.............................. [WLKTH] | | | Prologue: Lighthouse | | | | 2.00 Chapter 00: The Lighthouse ............... [ACT00] | | | ACT 1: Comstock Centre & Monument Tower | | | | 2.01 Chapter 01: Welcome Centre ............... [ACT01] | 2.02 Chapter 02: Raffle Square ................ [ACT02] | 2.03 Chapter 03: Comstock Centre Rooftops ..... [ACT03] | 2.04 Chapter 04: Monument Island Gateway ...... [ACT04] | 2.05 Chapter 05: Monument Tower ............... [ACT05] | | | ACT 2: The Hall of Heroes | | | | 2.06 Chapter 06: Battleship Bay ............... [ACT06] | 2.07 Chapter 07: Soldierâs Field .............. [ACT07] | 2.08 Chapter 08: The Hall of Heroes ........... [ACT08] | 2.09 Chapter 09: Inside the Hall of Heroes..... [ACT09] | 2.10 Chapter 10: Hall of Heroes Gift Shop ..... [ACT10] | 2.11 Chapter 11: Return to Hall of Heroes Plaza [ACT11] | | | ACT 3: The Plaza of Zeal | | | | 2.12 Chapter 12: Finkton Docks ................ [ACT12] | 2.13 Chapter 13: Beggarâs Wharf ............... [ACT13] | 2.14 Chapter 14: Fort Franklin Pier ........... [ACT14] | 2.15 Chapter 15: Worker Induction Centre ...... [ACT15] | 2.16 Chapter 16: Finkton Proper (Part 1) ...... [ACT16] | 2.17 Chapter 17: The Plaza of Zeal (Part 1) ... [ACT17] | 2.18 Chapter 18: The Good Time Club ........... [ACT18] | | | ACT 4: The Gunsmith | | | | 2.19 Chapter 19: The Plaza of Zeal (Part 2) ... [ACT19] | 2.20 Chapter 20: The Gunsmith Shop ............ [ACT20] | 2.21 Chapter 21: Shantytown ................... [ACT21] | 2.22 Chapter 22: The Bull House Impound ....... [ACT22] | 2.23 Chapter 23: The Bull Yard ................ [ACT23] | | | ACT 5: The Factory | | | | 2.24 Chapter 24: Finkton Proper (Part 2)....... [ACT24] | 2.25 Chapter 25: On to the Factory ............ [ACT25] | 2.26 Chapter 26: The Factory Courtyard ........ [ACT26] | 2.27 Chapter 26: The Factory .................. [ACT27] | | | ACT 6: Emporia | | | | 2.28 Chapter 28: Emporia ...................... [ACT28] | 2.29 Chapter 29: Port Prosperity .............. [ACT29] | 2.30 Chapter 30: Downtown Emporia ............. [ACT30] | 2.31 Chapter 31: Memorial Gardens ............. [ACT31] | | | ACT 7: Comstock House | | | | 2.32 Chapter 32: Comstock House ............... [ACT32] | 2.33 Chapter 33: The Atrium ................... [ACT33] | 2.34 Chapter 34: Wardenâs Office .............. [ACT34] | 2.35 Chapter 35: The Operating Theatre ........ [ACT35] | | | ACT 8: The Hand of the Prophet | | | | 2.36 Chapter 36: The Hand of the Prophet ...... [ACT36] | 2.37 Chapter 37: Hangar Deck .................. [ACT37] | 2.38 Chapter 38: Engineering Deck ............. [ACT38] | 2.39 Chapter 39: Command Deck ................. [ACT39] | 2.40 Chapter 40: Sea of Doors ................. [ACT40] | | | | | 3. Vigors, Vigor Locations & Vigor Upgrades ........ [V1GRS] | | | 4. Equippable Gear ................................. [G3AR0] | | | 5. Weapons & Weapon Upgrades ....................... [W3PNs] | | | 6. Enemies ......................................... [ENMYS] | | [________________________________________________________________] _______________________________________________ / Bioshock Infinite Collectible Locations Guide \__________________ \_______________________________________________/ ] | | | 7. Campaign Collectible Locations................... [CLTBL] | | | 7.01 Voxophone Locations ...................... [VXCTL] | 7.02 Kinetoscope & Telescope Locations ........ [KSCTL] | 7.03 Infusion upgrade Locations ............... [INCTL] | 7.04 Equippable Gear Locations ................ [GRCTL] | | | | [________________________________________________________________] _______________________________________________ / Bioshock Infinite Achievement/Trophy Guide \__________________ \_______________________________________________/ ] | | | 8. Achievements/Trophies Guide....................... [ACHMT] | | [________________________________________________________________] _______________________________________________ / Miscellaneous \__________________ \_______________________________________________/ ] | | | 9. Contact........................................... [CNTCT] | | | 10. About Me.......................................... [INTRD] | | | 10.01 Me | | 10.02 Donations | | 10.03 Console Domination | | | | 11. Special Thanks.................................... [STHNK] | | | 12. Version History............................... [VHSTY] | | [________________________________________________________________] =============================================================================== =============================================================================== =============================================================================== ------------------------------------------------------------------------------- *************************** ************************** *** HINTS & TIPS *** [HNTTP] ************************ *********************** Before beginning the campaign, here are a few tips and tricks that may help to adjust to the game and get through a few sticky situations with ease. ------------------------------------------------------------------------------- Got a hint or tip? Send me an email and let me know, if I like it I will include it in the guide and credit you for your contribution. ------------------------------------------------------------------------------- Coming Soon! =============================================================================== =============================================================================== =============================================================================== ------------------------------------------------------------------------------- *************************** ************************** *** WALKTHROUGH *** [WLKTH] ************************ *********************** This walkthrough will provide players with the fastest route for each Act from beginning to the end. By following this guide you will be introduced to enemies and new abilities as we bump into or acquire them and it will also enable you to collect and unlock all of the hidden infusion Upgrades, Kinetoscopes, Telescopes, Equippable Gear and Voxophones that have have been strewn across the city of Columbia. So without further ado, lets get started! =============================================================================== =============================================================================== Prologue: Lighthouse [ACT00] =============================================================================== Collectibles: | ] -------------- ] >>>>>>>>>>>>>>>>>>> Lighthouse <<<<<<<<<<<<<<<<<<< Voxophones............0 ] Kinetoscopes..........0 ] Weâll begin the game in the back of a boat being Telescopes............0 ] rowed to a lighthouse in the centre of the ocean Infusion Upgrades.....0 ] (familiar right Bioshock fans?). Once you arrive, ________________________] use the interact button to climb the ladder to the left. Enter the small shack here and look on the floor to find a couple of silver eagles (the gameâs currency), then it is time to exit and make for the lighthouse. At the end of the dock, climb the stairs until you reach the door. You can follow the platform around to the left if you want some more money and a barrel to open. When ready, interact with the door at the top of the stairs. Upon entering, you can interact with the basin in front if you like and check the back of the room for some more money and a lootable barrel if you wish. Climb the stairs. On this floor are a cabinet to loot and a wallet under the bed containing a bigger sum of money. Head up the next flight of stairs. Here youâll find a couple of coins on the bench next to the corpse and a barrel to loot near the next set of stairs. Climbing the next set of stairs will take you to the very top of the lighthouse. We need to interact with the door here (although there is one final lootable barrel if you continue all the way to the right). Once you have interacted with the door, booker will pull out a card. You need to ring the corresponding bells in the order given. After a few moments, the door will open. Run over and interact with the chair to complete the prologue. Enjoy the view, its great! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Note: At this point, you will unlock the achievement/trophy âWritten in the Cloudsâ. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ =============================================================================== =============================================================================== =============================================================================== ACT 1: Comstock Centre & Monument Tower =============================================================================== =============================================================================== =============================================================================== Chapter 01: Welcome Centre [ACT01] =============================================================================== After exiting the pod, you will be free to move about. Grab the coins on the bench here if you like before heading down the stairs to the left. Around the statue here are three other doors. Go through the door to the left first (itâs the room with flowers all over the floor). At the far end of the room, look in the alcove to the right. Here you will find your first Voxophone âLove the Sinnerâ. Loot the rest of the room to find some coins scattered around the altar and a gift box and some more coins in the alcove on the right. Return to the statue. You can check out the room on the right as well if you want a few more coins to find but when you are ready, go through the door opposite the stairs we came from. Follow the spiral staircase all of the way down. At the bottom, proceed to the far end of the room. Let the priest continue his sermon if you wish (although it does go on for a little while), when you are ready to proceed walk up to the people in front and hit the interact button to enter the circle. When the priest holds out his hand to you, move forward and interact with it for a scene. DeWitt will have a short flashback type sequence and youâll find yourself in another area. Simply walk up to the door at the far end of the room and open it. When you are back in Columbia, climb the stairs in front and grab the apples for some health and coins from the nearby bench at the top. Note that just about everyone in this area has something to say if you want to hear it, so be sure to hear them all out if you like that kind of thing. Follow the set path around to the left and enter the door at the end. New Eden Square As you enter, the floating city segment in front will join onto the one you are on, allowing you to cross over. Do so when you are able. As you progress through the next area, look out for trash cans to loot and food and coins stashed around the place as there is quite a bit to be found. When you reach the giant statue of the prophet, look to the right. Wait for the floating shop named âHudsonâsâ to dock. When it does cross over and head inside. Walk up and check out the first Kinetoscope (Father Comstockâs Gift of Prophecy) on the left side of the counter. Behind the counter youâll also find another Voxophone âUndeservingâ. Exit the store and continue down the street on the opposite side of the prophet statue. Wait at the police roadblock until the parade floats pass and then continue across the bridge when it lowers. At the far end, climb the stairs and youâll see another section of the city dock to the left. Before heading over there, go over to the grocery store on the right. Look against the wall to the left of the entrance to find a Kinetoscope (Beware the False Shepherd!), you can go inside for a couple of lootable boxes and some coins if you are keen. When ready, continue over to the next platform that has docked. Climb the stairs and follow the road to the end. On a table in the garden here is another Voxophone âEveryman, All at Onceâ. Return back to the previous platform with the grocery store and continue along the path to the left. Note the quartet singing a Beach Boys song in 1912 â awesome! Climb the stairs to the right at the end and enter the gateway flanked by angel statues for a quick scene. After receiving the telegram, turn left and find a Telescope here, note you will need to interact with it for it to count as a collectible. Once you have that, continue back past the entrance door and up the stairs in the distance to find the entrance to the fair. At the top of the stairs and before going in the gate check out the Kinetoscope (The Envy of all his peers) on the wall to the right. The Fairgrounds The fairgrounds are quite large and surprisingly detailed and before continuing onwards, there are a number of mini-games that you can do in the fairground that bear no real importance on the game, but can earn you a little extra money. 1. Cast Out the Devil â Youâll see this one as soon as you enter the fairgrounds. Youâll be given a Devilâs Kiss vigour (something to look forward to later) and youâll need to shoot the devil with it whilst avoiding the woman in the foreground. 2. Bring Down the Skyline Vox â This mini-game is located to the right of the entrance and has you shooting down targets moving along the rails at the back of the booth using a shotgun. Hitting 20, 10 or 5 targets will reward you with prizes. 3. Hunt Down the Vox â This mini-game is located to the left of the entrance and has you shooting down pop up targets using an air rifle. Hitting 20, 10 or 5 targets will reward you with prizes. Note that hitting the bonus target will award you with a couple of points. These are completely optional however and to progress with the game, you can pass through the fairgrounds by following the road to the left and speaking with the lady standing in front of the âFree Sampleâ sign under the tent to the left of the locked gate for a scene. Afterwards you will have your first Vigor â Possession. _______________________ New Vigor: Possession \ _______________________/ As with all of the vigors in Bioshock Infinite, possession has two functions. Simply hitting the vigor button will possess the targeted machine although it should be noted that this can be upgraded to possess enemies as well at a Veni! Vedi! Vigor! vending machine following a little story progression. Holding the button down and releasing will create a possession trap and any enemy that wanders into it will be possessed. Useful stuff! Note that if your possessed enemy is the last enemy remaining, he will turn his weapon on himself and save you the hassle of killing him too. _______________________ Note that vigors use up salts signified by the blue bar in the bottom left of the screen. To refill these, you will need to use a salt machine â there is one just on your left, or by picking up blue vials in the environment â there are several on the table in the possession tent. Use possession on the robot gatekeeper next to the possession tent and he will open the gate for you. Grab some salts to refill your supply and then continue through the now open gate. Approach the two strangers blocking your path for a scene. Hit the interact button when prompted during the scene and they will walk off. Path of the Scroll Walk forward and youâll see a Dollar Bill vending machine in front. These machines can be used to purchase weapon ammo, health and salt. Turn to the right and follow the path down the stairs and around the corner to the left. As you round the corner and continue along the road, you will be prompted to hit the interaction button to look at a statue that is morphing. Look at the base of this statue to find the final Voxophone âFor I am Lonely Tooâ for this chapter. Continue up the road and through the large archway in front for another scene. Continue into the next area. =============================================================================== =============================================================================== Chapter 02: Raffle Square [ACT02] =============================================================================== Raffle Park Climb the stairs to the left and continue to follow the next few sets of stairs up, past the fountain and through the gate to find a large gathering of people singing. As you approach, the singing will stop and a woman facing the crowd at the foot of the stage will call to you. Walk over and interact with the basket when she holds it out and a scene will play. Make a decision during the scene (it makes no difference). When you regain control, the policemen in the area will have turned hostile and you now have your skyhook. The game will give you a brief tutorial on how to melee attack. Note that if you can see a small skull above an enemyâs head, you can hold down the melee attack button for a pretty gruesome execution move. ____________________________ New Enemy: Founder Policeman\ ____________________________/ The policemen are one type of the standard fodder enemies present in Bioshock Infinite. They only appear very early on in the game and are usually equipped with pistols and melee batons. They are relatively weak, with a few shots from a pistol or a melee swing or two killing them. A headshot will result in an instant kill against these guys. ____________________________ After killing the first policeman, another pair will come down the stairs to confront you. Kill them and climb up to the road above. There is another pair of policeman here. Melee them to death as you did their friends, and continue to the right. As you approach the gate another pair of enemies will enter the area, one of which has a gun. Again kill them both and loot the bodies to get the weapon. Once finished, there is a health pack in the information booth nearby if you need it and salts in the back of the Fink MFG wagon. Go through the gat that the last enemies emerged from and down the stairs. Look between the cages on the left for a Voxophone âSolution to Your Problemsâ. To the right of the cages youâll find a new type of vending machine â Veni! Vidi! Vigor! These vending machines allow you to purchase upgrades of your vigor powers once you unlock them. This one contains: > Possession Upgrade $50 For now use it to purchase an upgrade to Possession. There is a purse full of coins at the base of the machine if you donât quite have enough yet. When you are ready, ascend the gangplank behind the vending machine to find yourself on a fireworks barge. At the far end you will see an automated turret approach this and use possession on it. A large number of policemen will appear in the park area below and the auto turret will give you a good helping hand. Grab the salts from the nearby crate before jumping down to help the turret out. After a short while, the possession will wear off, so either destroy the turret or stay out of its sight. Go down the stairs nearby and follow the street along to the right. Kill the policeman as they appear and keep an eye out for another auto turret on one of the raised platers on the right. Use possession on this to make things easier, or kill it and the policeman both. There is a Dollar Bill vending machine near the second turret if you wish to buy health/salts/ammo. When you are ready, continue along the street and past the police roadblock and through the open gate. Shady Lane Follow the street downhill and kill the two policemen that are awaiting your arrival, once there are dead, you can loot the open shop on the left side of the area. Continue down the road and around the corner to the right. Open the large gate. After a short scene youâll encounter a new type of enemy â the fireman. _______________________ New Enemy: The Fireman \ _______________________/ Fireman are a little tougher than your average infantry units as they are equipped with a bit of fire resistant armour. They will spend most fights throwing grenades at you using the Devilâs kiss vigor and as such you will need to continue to keep moving when fighting against them to avoid constant splash damage the subsequent explosions dish out. If you get in to close to him, he will send out a fiery shockwave that will damage you and set you on fire, doing a little damage over time to you as well. Fireman can absorb a lot of damage and at least at the start of the game headshots are an effective way to deal with them as they seem to do the most damage. As you progress through the game, new vigors and weapons become available to make things a little easier for you. Once they have lost a good portion of their health, the fireman will explode. Before they do, they will have a grenade indicator appear over their heads. At this point, they will stop lobbing grenades and will charge at you in an attempt to catch you in their explosion. Either shoot them down quickly or run away until they explode. _______________________ Deal with the fireman using the wagons as cover when required and remember to keep moving to avoid the explosive grenade damage. Try to hit him with headshots and remember to avoid the explosion upon his death or you will be copping a lot of damage. Once he lies dead, loot his remains for a new vigor â Devilâs Kiss. _______________________ New Vigor: Devilâs Kiss\ _______________________/ As with all of the vigors in Bioshock Infinite, Devilâs Kiss has two functions. Simply hitting the vigor button will throw fiery grenades that explode shortly after impact. Holding down the vigor button and then firing the grenade somewhere will create an explosive trap similar to a proximity mine which will explode when an enemy comes into range of it. Devilâs Kiss can also be used to ignite pools of oil that are occasionally seen on the ground, which will set any enemies standing in them on fire. _______________________ After the fight, follow the street around to the left and try out your new vigor on the auto-turret on the right hand side of the street. Proceed up the street towards the turret you destroyed a short way and a number of policemen enemies will come down the stairs on the left. You can use Devilâs kiss on the oil on the road or shoot the explosive fireworks barrels to finish them off quickly, or finish them off the traditional way. When you are ready, loot the area, climb the stairs that the policemen descended from and enter the door at the top to the âBlue Ribbon Restaurantâ to complete the chapter. =============================================================================== =============================================================================== Chapter 03: Comstock Centre Rooftops [ACT03] =============================================================================== The Blue Ribbon As soon as you enter the Blue Ribbon, you will see three Kinetoscopes (âA Look Back at Opening Dayâ, âThe Prophet Stands up to Foes: Within and Without!â and âWe Secede from the So-called Unionâ) directly in front of you. View each of these and then enter the room to the right. At the far end, interact with the woman blocking the door to the next area to pick up your first shield upgrade. From here on in you will now have a shield, the state of which can be monitored by the yellow/gold bar located just above the health bar. Like many contemporary shooters, this will protect your health until it is destroyed at which point you will start taking meaningful damage. It will regenerate over time when not being shot, so keep an eye on it and try to lose more of it than health! Once you have picked up the upgrade, the woman will move. Enter the kitchen and grab the Voxophone âHalf a Jewâ from the table to the left. Continue through the set path (looting as you go of course!) out of the kitchen and down the hallway behind it until you find your way back outside. The Hooks Upon exiting the Blue ribbon, turn right and go down the stairs. Look at the next building across. See the hooks hanging from the side? Target that with your reticule and a button prompt will appear â use the jump button to jump over to it. From the first hook, jump across to a second nearby and from here to the hooks on the next building. Before jumping down to the platform below, target the enemy and another button prompt will appear for a âSkyline Strikeâ hit the jump button to perform an aerial attack on the guard. The guy we just killed had a machine gun, so pick that up and continue down the nearby stairs. Here youâll encounter another group of 4-5 new enemies â Founder Soldiers. ___________________________ New Enemy: Founder Soldiers\ ___________________________/ The founder soldiers are a more advanced version of the policemen that we encountered earlier and a little harder to kill. They are decked out in body armour and helmets, making them a little more resistant to damage that their policemen colleagues. They are also equipped with more advanced weapons including machine guns, carbines and shotguns. They will take cover and try to kill you from safety and will run between cover to get a better angle on your position. As with the previous enemy types, aim for the head and stay in cover to deal with these guys in a time-effective manner. _______________________ Try to deal with these guys from a distance as there is a floating barge to the left of the rooftop with an auto-turret that will attack you if you get too close to it. Once you see no more enemies, work your way to the far end of the rooftop, killing the turret on the barge as you go. Climb the steps at the end and turn right. When you reach the next set of stairs leading down, more soldiers will appear to greet you. Again use the height advantage of the raised platform to take them out. There is an oil slick near the bottom of the stairs that you can ignite if you wish to help things along. When you can see no more enemies, proceed down the stairs a short distance and look to the left. There is another barge here with an auto-turret on it so possess this (it will help you thin out the enemies on the adjacent rooftop) or destroy it before progressing down the stairs to the rooftop. Help the turret mop up any remaining enemies (4-5 soldiers) on the nearby rooftop below, there is another oil slick on the side of this rooftop closest to the barge with the auto-turret if you want to make use of it. When all of the baddies are dead or dying, hop down to the lower rooftop yourself. Shoot out one of the skylights and drop into the building. Lansdowne Residence Loot the area and before exiting the house as the game wants you to, locate the stairs leading down to the right of the exit. At the bottom of the first set of stairs, go past the next set leading down and enter the door on the right to find a bedroom. On a shelf here you will find a Voxophone âOtisâ Nimble Fingersâ. Loot the rest of the room and note the big blue chest â opening that is an optional task and weâll be back to do that later! Exit the bedroom and take the next set of stairs down to the ground floor, there is a non-hostile citizen here as well as some salts and money to loot. When you are ready to continue, go back upstairs to where we dropped in from and go through the door to exit the house. Target the hook above and in front to leap over to the nearby building and from here jump across to the next rooftop. Loot the alfresco area here if you wish, before entering the door to the right. Montgomery Residence As soon as you enter, go through the door on the left. Go pas the printing machines in here and once you meet the non-aggressive owners of the house, turn right and follow the corridor into the next room. Loot the room before proceeding out the door to the left. As you exit, turn to the left and kill the soldier here. Attacking him will cause another 4-5 soldiers to spawn in the distance and come towards your position. Try to stay near the exit from the previous building as there is an auto-turret to the right of the winged statue behind the tent. Note the stack of crates at the foot of the stairs a short distance away just to the left of the tent. There is an oil slick here we can ignite with Devilâs Kiss to kill or damage the enemies if you wish to do so. Shortly after the initial enemies are clear, either use possess on the aforementioned turret or return back to where we entered the area out of its line of sight as another group of bad guys will appear. These include a fireman and 3-4 soldier types who will attempt to melee you. Once they are dead, edge forward and take out the turret. Now to have a look around the immediate area! Return to the door we entered this area from. From here, turn right, climb the stairs to either side of the Dollar Bill vending machine and turn left at the top. Look behind the tent here for a kinetoscope âDanger on all Sides!â. From here, go down the nearby stairs and climb up on the stage in the grassy area to find a Voxophone âA New Huntâ. Loot the rest of the area before climbing up the stairs between the winged statue and the turret we knocked out. Enter the building at the far end. Fraternal Order of the Raven Proceed past the statue of the serpent and enter the door on the far side of the courtyard. Once inside you will come across a large statue of John Wilkes Booth with doors on both the left and the right as well as a set of stairs behind it. Enter the door to its left first to find a small bar of sorts. As you enter the patrons will become hostile so kill them all. Afterwards head up to the bar and pick up the Voxophone âThe Gift of the Emancipatorâ that is sitting on top of it. Loot the rest of the room and return to the giant statue. The door on the right contains a few food pickups and a back passage to the room on the left containing a few coins, so go and check those out if you are interested. When you are ready to continue with the game, head up the stairs behind the statue and enter the door at the top. You will find yourself in a large hall occupied by raven cultists below. _________________________ New Enemy: Raven Cultists\ _________________________/ As with the policemen we encountered earlier, the cultists are another type of the standard fodder enemies present in Bioshock Infinite. They only appear at one area in the game and are equipped with pistols, machine guns and large clubs. They are relatively weak, with a few shots from a pistol or a melee swing or two killing them. A headshot will result in an instant kill against these guys. _________________________ If you have any salts on you, I would recommend going up to the railing directly in front of the entrance and using a charged up Devilâs Kiss trap in the centre of the gathered cultists below. This should kill a large number of them before they even know that you are there! Once the trap has gone off, the others will obviously become alerted to your presence. Stay where you are. There is a set of stairs on either end of the room towards which any surviving melee enemies will run whilst any gun toting baddies are likely to stay down in the room and take pot shots at you from below. Once everything is clear, make your way down to the lower room and look on the benches for a Voxophone âThe Lie of the Emancipatorâ. Check out the altar at the front of the room for an Infusion upgrade and grab the key sitting next to it. Remember the blue chest we saw earlier? This key will unlock it. If you wish to complete the optional task, follow the guide below, if you do not wish to do so, skip past it and continue the walkthrough. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Note: If you wish to unlock the âInfused with Greatnessâ achievement/trophy you must complete this optional task. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Optional Mission â Find the Lock that Fits the Key Reward: Infusion Upgrade Retrace your steps back upstairs, through the door, past the statue of John Wilkes Booth and back outside. Go past the statue of the serpent to return to the previous area. Go down the stairs back towards the house that contained the printing presses and you will note that the courtyard outside is now occupied by 4-5 fresh Founder soldiers. Kill them all and remember that handy oil slick which can help you out again here. Return through the printing press building and exit out the far side. Turn left and proceed to the end of the rooftop. Jump over to the nearby hook and then again back over to the balcony outside the Lansdowne residence. Enter the building, go down the stairs on your left and enter the door on the right just past the next set of stairs leading down. Once inside, use the key on the giant blue chest. Within you will find a health kit, some more salts and an Upgrade Infusion. Grab these to complete the optional mission. Now head all the way back through the level until you are back at the altar in the Fraternal Order of the Raven building. From the altar, there is an open door on the right. Climb the stairs inside and through the door to enter a library area. At the back of the room you can listen to a radio broadcast for a little backstory if you like. When ready go through the next door to enter an elevator. Hit the button to take it to the next floor. After getting off the lift, go around the central wall to find another door. There is a Dollar Bill vending machine opposite if you require health/ammo/salts. Go through the door to find yourself in a projector room. Loot the large central table and enter the door on the left. Inside look on the desk at the far right, directly below the âProtecting Our Raceâ seal on the wall for a Voxophone âSymbols of Our Ladyâ. Loot the rest of the room. Return to the large circular table room and look directly across to see a bookcase. Run over and interact with this to unveil a secret room behind it. Inside you will find a present containing some EQUIPPABLE GEAR. Exit back to the circular room and interact with the door at the top of the stairs opposite where we entered for a scene. When we are back in control, exit to a courtyard area. Here we will encounter a new type of enemy â the Crow. _________________________ New Enemy: The Crow \ _________________________/ Crows, like the fireman we ran into earlier in the game are equipped with a vigor and as such, they have attacks that highlight the use of that vigor. Their vigor is the Murder of Crows. The Crow attacks with a melee club weapon and is able to transform into a flock of crows rendering him invincible for a short period of time. The trick to beating the crow is to get him out of his crow form so that you can kill him. Unfortunately he only does this when he is close enough to get a melee attack in on you. As such, in order to kill him easier, plant traps by using charged up vigors and lure him into them. The Devilâs Kiss trap is especially useful as the fiery explosion causes damage over time. Once the traps go off, he will be in a humanoid form and knocked to the ground or stunned for a few seconds. Take this opportunity to fill him with lead. Youâll probably need to repeat the process a few times, but itâs really not that difficult once you know how to handle them. _________________________ As mentioned above, the easiest way to kill the crow at this point in time is to plant a Devilâs Kiss trap and to kill him as he takes. If you require additional salts, you can find some near the entryway across from the gramophone and another vial is on a pillar on the left hand side at the end of the bridge over the pond just inside the door. Once you have dealt with the Crow, youâll be able to loot his remains for the Murder of Crows vigor. __________________________ New Vigor: Murder of Crows\ __________________________/ Whilst the Murder of Crows vigor can be used to damage enemies, its damage output is relatively low. As such, it is much more effective as a method of crowd control. Hitting the vigor button will summon a group of crows to swarm and attack a target enemy, this will stun them in place. Holding down the vigor button will create a crow trap, so any enemy that gets too close to it will be attacked by the crows and stunned. Whilst enemies are stunned and being attacked by crows they will not attack you, allowing players to focus on other enemies until the vigor runs out. Additionally, bad guys under attack from your crows will also take additional damage from your weapons and vigors allowing you to deal with them in a more efficient manner. _________________________ Once the crow has been killed, the doors at the far end of the room will burst open and a pair of Founder soldiers will emerge from each. Kill them before proceeding up either set of stairs and into the room. As you enter, immediately look towards the centre of the room to see a broken vending machine. On the ground next to it you will find another present containing a piece EQUIPPABLE GEAR. Exit the door on the far side of the door from the entry to return outside. As you exit the building, look to the left to see a floating barge. Jump over to this and use the telescope on board. Jump back to the main balcony and youâll see a number of hooks ahead. Jump between them. After the second hook you can jump down to a balcony below and explore a house, note there is not much inside except for a few coins and some food so itâs probably safe to miss this one unless you are really keen. There are also three policeman downstairs getting a description of you which is kind of cool to see. When you are ready to continue, return to the balcony and jump for the next hook. Again, after the second, youâll be ready to jump down to the next area, so you may as well target the lone enemy and hit him with a skyline strike to kill him. He has a mate around who will be alerted once you kill him, so finish the second guard off too before looting the area, climbing the stairs and enter the large door at the top. This will complete the chapter. =============================================================================== =============================================================================== Chapter 04: Monument Island Gateway [ACT04] =============================================================================== Monument Island Gateway As soon as you enter the station, look to the right to spot a Kinetoscope âUncanny Mystery in Columbiaâ. On the opposite side of the room you can find a Dollar Bill and a Veni! Vidi! Vigor! vending machine with some new upgrades available to purchase: > Crowâs Trap Aid $1485 > Devilâs Kiss Aid $1241 When ready, enter either one of the doors leading to the main room. The main room is has a number of pillars and an auto-turret at the far end ready to shoot you if you come into its line of sight. There is also a bunch of Founder soldiers with 2-3 located on the near side of the room and 8-10 on the far side of the area near the auto-turret. There is a mix of melee and gun equipped soldiers, so itâs best to either possess or destroy the turret as quickly as possible to give you some freedom of movement. Once everything is dead, climb the stairs at the back of the room and check out the rooms to the left and right for some loot if you are interested (there is a fair bit of money lying around in here) before proceeding out the far door to enter a hallway with a red carpet. Turn right as you exit to find another pair of Dollar Bill and a Veni! Vidi! Vigor! vending machines for you if you wish to use them. To the right of the machines is a door leading to another room with a bit of loot. Exit to the hallway ado follow it until you are back outside. Now that we are outside and the gondola isnât going anywhere, we finally get to use those skylines. Target the skyline to the left with your reticule youâll see that each skyline consists of two rails which will each take you in a different direction. Target the one going away from the platform you are on and ride it down and up until it goes through an archway. At this point, you will see a blue platform to the left of the skyline with a Founder soldier. Jump down and kill the soldier and his friend inside. Check out the doorway to the right inside the maintenance area here you will find an Infusion Upgrade on a desk. Loot the rest of the area and return to the balcony. Head over and use the telescope on the right hand side. Hop back up to the skyrail. Ride the skyrail until you come to a stop inside a building. Hop down and kill the Founder soldier here. Proceed into the room to the right. Grab the Voxophone âAnother Ark for Another Timeâ from the desk in here. Exit the room and look to the left of the machinery in front to find a lever. Pull that to clear the skyline. Get back up onto the skyline and ride it until you can go no further once again. Jump down (or skyline strike the enemy) to land on the barge on the right. Jump over to the hook opposite and drop down to the raised platform. From here kill the three enemies below. Leap up to one of the hooks attached to the main building and then get down to the balcony below. Enter the open door here. There are three soldiers in here, so kill them as you progress through. Once you exit the far end of the building, get back onto that pesky skyline again. Once more, ride it until it ends and hop off. The Tolling Once you are on the platform, the Founder soldiers here will immediately stop attacking you. Feel free to kill them if you like for some machine gun ammo as they wonât fight back. Head over to the door they are facing and enter it. Inside, you will see more of the same with non-hostile soldiers kneeling before a giant screen. Run to the back of the room and throw the lever here to activate an elevator. Once it reaches the top, climb off the lift and follow the platform around to the left and into the hallway until an explosion takes out part of the wall. At this point, run to the new opening and you will see a zeppelin. Target the hook on its side opposite the hole in the wall and then jump down to the platform below. There are four Founder soldiers inside the zeppelin and three will emerge from within to attack you as you land. Clear them out and then enter the main deck via the open door, kill the remaining soldier before entering the door to the left. Interact with the control panel at the front of the ship for a scene. Once you regain control, turn around and you will see the interior of the zeppelin is now on fire. Sprint back into the main room and you will see a door in the floor opening up. When you are able jump out of the zeppelin via this exit and hit the jump button to grab the skyline below. Ride it until you can go no further. Drop down to the platform below and use the Dollar Bill and a Veni! Vidi! Vigor! vending machines if you have need if them. Enter the door at the top of the stairs between the vending machines to complete the chapter. =============================================================================== =============================================================================== Chapter 05: Monument Tower [ACT05] =============================================================================== Monument Island As you enter, continue past the empty fountain until you reach a locked gate. Look up and to the right to find a hook, so jump up to this and drop down on the other side. Climb the stairs to the top and enter the door here. As soon as you are inside, look to the left and check out the open locker there for a Voxophone âTiger by the Tailâ. Proceed past the statue and enter the door opposite the entry. Follow the hall to the right and enter the next door. There are three levers here you can pull if you wish. When you are ready, go around to the back of the room and enter the next door. In the hallway here, take the first left and enter the door. Inside you will find a Voxophone âTo R.Thompson Re: Fusesâ on a desk against the right hand wall. Loot the rest of the room and then exit back to the hallway. You can explore the rooms on the left and right if you like for a few lootables before entering the door at the end of the hallway. As you enter the next room, look on the desk directly in front of you for a Voxophone âA Reward Deferredâ. Look around the right hand side of the desk, tucked away behind it is an Infusion Upgrade. Head down the stairs and across the room. Enter the elevator on the far side and hit the switch to take it up to the next area. Specimen Observation As you get off the lift and hit the lever in front to have a look into the room beyond. Continue down the hallway to the left. Activate the Specimen Tracker on the wall here. This will open the door to the left. Follow the wooden walkway around until you find the next door. Hit the lever in here for a scene. Afterwards head through the now open door on your left. Again activate the Specimen Tracker on the wall here. This will open the door to the left. Follow the wooden walkway around until you find the next door. Once again, hit the lever for a scene. Once the story sequence is done, the door to the left will open. Go through here and go through the next door that opens. Climb the ramp outside and take the next set of stairs up to the next observation area. Grab the Voxophone âThe Source of her Powerâ from the chair on the right. When you are done, hit the lever to observe the specimen. Enter the door to the left and activate the Specimen Tracker to open the next door. Open the door at the end of the hallway. We are now outside! Follow the platform to the right until you find another door. Enter this and follow the hallway until a scene plays. Once the scene is done, follow Elizabeth through the door and down the stairs. Continue along the set path after her until you reach the elevator. After another short scene, the lift will disappear. Jump through the gap and climb the set of stairs in the next room all the way to the top. Interact with the door here. Once back outside, follow the ramp to the right all the way to the top until a scene plays. When you regain control, DeWitt will be in another short flashback type sequence and youâll find yourself in another area. Simply walk up to the door at the far end of the room and open it. This will end the chapter. =============================================================================== =============================================================================== =============================================================================== ACT 2: The Hall of Heroes =============================================================================== =============================================================================== =============================================================================== Chapter 06: Battleship Bay [ACT06] =============================================================================== Battleship Bay You will awaken on a beach. Note that just about everyone in this area has something to say if you want to hear it, so be sure to hear them all out if you like that kind of thing. Once you are back in control, head up to the very back of the area and beneath the main structure, you will find a red and white striped shed with wheels. Beneath this you will find a Voxophone âBorn in the Riverâ. Head over to the door with the lines of fence pickets in front and go inside. Follow the short passage around until you find the next exit. Look on the wall opposite this for a Kinetoscope âBattleship Bayâ. To the left of this is a maintenance room we can enter to loot a few bits and pieces. Return through the door and exit to the next beach area. Look to the right and youâll see a group of people dancing at the end of a dock. Work your way over here to find Elizabeth. As you arrive, interact with her and a short scene will play. Afterwards, follow Elizabeth over to the far side of the area and enter the turnstile. Once inside, youâll be in a gift shop. Loot the room and check out the maintenance door to the right for some loot and then return to the gift shop and climb the stairs opposite. Upper Boardwalk Follow Elizabeth along the boardwalk until she runs into those two strangers that weâve seen a couple of times previously. Walk up and interact with Elizabeth for a scene. During the scene make a choice (it doesnât really matter, from what I can tell itâs just an aesthetic decision). Shortly after the scene, youâll be prompted to hit the action button to look at something. Do so. Loot the rest of the area and when you are ready to continue onwards, climb the stairs on the right side of the dock leading to the arcade. The Arcade As you enter, turn right and head over to the door there. Interact with it and Elizabeth will come along and unlock it for you. Inside, loot the room before continuing through the next door. Climb the stairs in here and enter the door at the top. There is a Dollar Bill vending machine at the top. Use this if you feel the need and continue past it and through the door at the far end of the hallway opposite where we came in from. Inside, in a basket on the right you can pick up a Voxophone âHeavenâ. Return to the hallway and when you reach the vending machine, turn right and enter the door at the end of this corridor to enter the arcade proper. As you enter, look on the table to the right for a gift box containing a new piece of EQUIPPABLE GEAR. Go to the opposite side of the arcade to find the White bathrooms. Follow the hallway past the bathrooms and at the end you will find a Kinetoscope âSolving the Irish Problemâ. Do a 180 degree turn and enter the male bathroom. On a table next to a row of sinks there is a Voxophone âA Dogâs Loyaltyâ. Return outside and go back to the arcade, turn left and climb the stairs here. Go through the turnstiles here. Gondola Station Follow the path to the left and climb the stairs to the top until you find yourself in a large room with a ticketing area. Make your way across the room and to the ticket window against the far wall. Ring the bell here for a scene. During the scene make a decision. Once the scene is complete, all of the citizens in the room behind you have turned hostile. Kill them all whilst trying to use the pillars as cover if you need it. Once they are all dead Elizabeth will run off. After a few moments, the gates on the left side of the room will open and another 6-7 Founder soldiers will enter, two of them will charge with melee whilst the others will keep their distance. After ventilating the lot of them, loot all the bodies (and the rest of the room), you can find a shotgun in one of the violin cases if you are interested. When you are good to go, climb up the stairs and through the now unlocked gate. At the top of the stairs, turn to the right and enter the open office at the end of the corridor. Inside there is a Voxophone âTake Her Aliveâ. Picking this up will cause another hostile citizen to spawn in the hallway behind you; he will come to melee you so kill him before he does. Exit to the hallway and continue straight along it, past the stairs and around the corner to the left. Here, you want to enter the first door on the left. Inside you will find an Infusion upgrade on a desk against the right hand wall. Loot the rest of the room and then continue to the far end of the room from whence you entered and take the other set of stairs leading out. At the top, enter the doors to the left. Inside, climb the stairs down to the very bottom and look beneath them for a small workbench area with a Voxophone âThe Golden Path to Heavenâ on a box nearby. Return back up the stairs and through the door. Once back in the main area, take the first left to find the gondola platform. Gondola to Soldierâs Field Make your way around to the right and up to the gondola. Enter the cabin facing the waterfall and throw the lever in here for a short scene. Once you have arrived at the other platform, exit the gondola and loot the area. Climb up to the top tier of the platform. In the centre of the railing looking back towards the gondola you will see a telescope that you can use. Do so for your collectible count! When you are ready to continue with the game, go through the nearby turnstiles to complete the chapter. =============================================================================== =============================================================================== Chapter 07: Soldierâs Field [ACT07] =============================================================================== Soldierâs Field Welcome Centre As you enter the area, go down the stairs and take a right. Go down the smaller set of stairs here to find a new type of vending machine â Minute Manâs Armory. This type of vending machine allows you to purchase upgrades for your weapons this one has: > Pistol Clip Increase for the Pistol $275 > Machine Gun Damage Boost 1 Upgrade if you wish and pick up the lock picking kit from the crate to the right. Continue down the next set of stairs to find a miniature map of Columbia. Against the back wall you will find a Kinetoscope âA City in the Sky? Impossible!â. Return to the main part of the room and now xheck out the side area to the left. Grab the lock pick from the floor in front of the locked door and get Elizabeth to open it (requires 1 lock pick). Inside, youâll find an Infusion Upgrade on a desk against the left wall. Additionally if you follow the room to the end there is a small office with a lock pick on the desk, a safe you can unlock for 200 coins (requires 5 lock picks â at this point I wouldnât bother as lock picks are quite hard to come by) and an open locker with a Voxophone âA Place in the Worldâ. Youâll also find a new weapon â the carbine against the wall in here. When you are done with all of your looting, return to the main room. As you approach the door opposite the entrance, the gate will slam closed. Run over and interact with it to go through to the next area. Follow the room round until you reach the exit and feel free to use the salt machine here to replenish your salt if you need to do so. Exit the building to enter Soldierâs Field. Soldierâs Field Note that in this area, the citizens and police will be non-hostile and like the start of Battleship Bay or the welcome Centre they will all usually have something to say if you let them. Looting willy-nilly as we have done previously will not go unpunished. Before picking up items inside shops, make sure that if an item description has a pinkish hue, picking it up will be considered stealing and all of the police in the area and the shop owner will become aggressive and attack. After going beneath the âSoldierâs Fieldâ sign, take a left. There is a small observation deck to the left before the ice cream shop that has a Kinetoscope âMighty Songbird Patrols the Skiesâ on it. Enter the aforementioned Ice Cream shop to find a Voxophone âI am his Mirrorâ. Exit the shop and turn right. See the building with the âPatriotâs Pride Confectionsâ sign on it? Head over to left of this building to find the Founderâs Bookstore. At the back of the room there is a Voxophone âViewing the Infiniteâ on a desk at the top of the short flight of stairs. Exit the book store and go straight ahead until you find a ramp leading down to the right. Follow the path here until you reach the sign reading âGondola to the first lady Aerodromeâ. Continue past it and at the end of the platform here pull the lever. After the short scene, head back to the Founders bookstore and climb up the stairs to the right of its entrance. As you reach the top, you will pass a police roadblock which will cause all the police in the area to become hostile (there are 6-7 of them). Additionally the road block will be manned by 4-5 Founder soldiers. You can kill them all if you wish, alternatively you can keep running past the Dollar Bill vending machine and information booth and up then next set of stairs on the left side of the area, enter the area and take the elevator without killing anyone. Either way, before entering the elevator, loot the lock pick from the floor near the crates to the left of the door, there is also a Veni! Vidi! Vigor! vending machine to the right if you require it. When ready, head inside and ride the lift to the next area. When the elevator goes offline, interact with the fuse on the wall for a scene to end the chapter. Hall of Heroes Entry After getting off the lift, go down the stairs and check out the side area on the left. Here you will find a broken vending machine and on the floor next to it a lock pick. There are two doors we can explore here. Facing the broken machine, enter the right hand door first. Kill the two soldiers in here. Loot the room and then do the same with the door to the left. Make your way around the display in the very centre of the main area and find the door on the far side of the room marked âEmployees Onlyâ. Get Elizabeth to unlock the door for you. Once it is unlocked, enter with caution and look to the left. There is an auto-turret in here. Destroy it. After that is done, work your way down the right hand wall of the room, here you will find a desk holding a Voxophone âNever Seen the Faceâ and a gift box containing a new piece of EQUIPPABLE GEAR. In the back room where the auto-turret was, there is a safe we can open (requires 5 lock picks) for a sum of money. Exit back to the main room and take the door to the left. Grab the golden vigor flask from the box here for a new vigor â Bucking Bronco. __________________________ New Vigor: Bucking Bronco \ __________________________/ The Bucking Bronco Vigor is a handy addition to your arsenal. Hitting the vigor button will send out a shockwave a short distance in front of you that will launch any enemies it touches into the air for a couple of seconds. Holding down the vigor button and dropping a vigor trap will launch any enemy that comes too close to it into the air. As with the Murder of Crows vigor, enemies who are in the air, under the influence of the vigorâs effects will take additional damage. __________________________ Continue along the path there until you exit the building. Sky Road As you exit the building, you will see a large group of Founder soldiers in the plaza in front of you. They will remain stationary for a brief period of time, so use the opportunity to drop a Devilâs Kiss trap in the middle of them from a distance. This should kill the majority of enemies that you can see. Unfortunately there are a whole lot more of them lurking about. In total there are around 20 soldiers in the area below and they will emerge from both the ticket building (including one or two on the upper balcony of the ticket building), the gondola platform in the distance and from the Fellow Traveller building on the left. There is also an auto turret on the left side of the gondola area. In addition to sticking behind the crates at the top of the stairs, you can also use the hooks above the ticket building to access the balcony there and attack from above. Once the enemy numbers start dwindling a Crow will also enter the area. After all of the hostiles have been subdued, head over to the gondola platform and throw the lever to clear the skylines of cargo and allowing access to the next area. Before we go however, there is an optional task and a few collectibles lying around this area to collect. Return to the ticket building and go inside. On the left hand side of the lower level in the room closest to the main area you will find a Kinetoscope âWho are the Vox Populi?â and in the far left room you will find a locked door (requires 3 lock picks to unlock) containing a new piece of EQUIPPABLE GEAR and a Minutemanâs Armory vending machine which now features the following upgrades: > Carbine Damage Boost 1 $357 > RPG Damage Boost 1 $385 > Sniper rifle Damage Boost 1 $349 > Pistol Damage Boost 1 $199 > Machine Gun Accuracy Boost $512 > RPG Clip Increase $816 Head up the stairs in the main area of the ticket building and look beneath the arcade machines. There is a lock pick and some coins to be found there. Against the railing overlooking the ground floor you will also find a propped up Carbine. On the ground next to it is another Voxophone âA True Soldierâ. Head across the road to the Fellow Traveller building and make your way inside. As you enter, look on the table to the right of the entrance for a lock pick. Head over to the bar. Enter the door behind and to the left of the bar and grab the Voxophone âVox Contraband inventoryâ stuck on a cupboard on the back wall of the room. Return to the bar and go down the hallway to the right of it. Enter the first door on the right and examine the scribble on the wall. This will begin the optional mission â Find the Cipher. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Note: If you wish to unlock the âInfused with Greatnessâ achievement/trophy you must complete the following optional task. It is the quickest and easiest of any optional tasks in the game so it should not take longer than a minute or two. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Optional Mission â Find the Cipher Reward: Infusion Upgrade, Voxophone To find the Cipher, all we really need to do is go back across the street to the ticket building. On the ground floor is a cannon on a pedestal. Dangling from the end of the barrel is a code book. Pick this up and return to the scrawled code inside the Fellow Traveller. Elizabeth will decipher it for you. Exit to the hallway and enter the next door on the left. Interact with the hat on the hat rack here to open up a secret passage nearby. Enter the passage and climb down the stairs to the room below. On the shelf to the left you can pick up an RPG, to the left of this on another bench is an Infusion Upgrade and on the desk in the centre of the room is a lock pick and a Voxophone âTheir Sun is Settingâ. Loot the rest of the room and head back outside. Note that four more soldiers will have spawned during the time you were in the secret room, two in the Fellow traveller building and two out on the main street. Once they are dead, you are all done! After you are all over looting, return to the gondola platform and use the skyline. When you can go no further, hop over to the second skyline nearby and ride it up to the platform in front of the Hall of Heroes. Hall of Heroes Plaza Upon arriving, drop down to the ground. Take the stairs nearby down and investigate the parked gondola. If you didnât do the optional mission just before, you can grab an RPG from the crate to the left of the gondola and inside it, there is a Voxophone âA Final Standâ on a chair. When you are ready to continue, take either set of stairs up to the main platform. As you arrive a sniper will open fire on you from the upper balcony on the left side of the building ahead. Take cover behind one of the statues immediately in front and Elizabeth will throw you a sniper rifle. Grab it and shoot the sniper. Continue forward a short distance and 10-12 Founder soldiers will spawn around the base of the building in front. A couple of them will charge at you with melee weapons, so deal with them first before using your newly acquired sniper rifle to pick off the ranged attackers. Once they are all dead, you can use the Dollar Bill vending machine on the main tier of the plaza if you require any salts/ammo/health before proceeding up the stairs at the back of the area. Before entering the door to the next zone, look to the right and grab the Kinetoscope âWho Needs the Powerâ. Return to the main door and continue inside. =============================================================================== =============================================================================== Chapter 08: The Hall of Heroes [ACT08] =============================================================================== The Hall of Heroes Once inside, go past the statue in the centre of the first room and continue down the hallway until you reach a crossroads. To the right youâll find a Veni! Vidi! Vigor! vending machine and to the left a Minutemanâs Armory vending machine. Enter the door to the right of the Minutemanâs Armory machine and youâll find a Voxophone âComrades of Necessityâ on the table to the left, at the far end of the room, under the desk you can also grab a lock pick. Loot the rest of the room and return outside. Youâll find a pair of a new brand of enemy waiting for you â Slateâs veterans. ____________________________ New Enemy: Slateâs Veterans \ ____________________________/ Slateâs veterans are found throughout the Hall of Heroes and like the Founder Soldiers are more advanced variant of the standard fodder enemies in the game. They are a little harder to kill as they are more resistant to damage the standard fodder bad guys. They are also equipped with more advanced weapons including machine guns, carbines and shotguns. As with the soldiers, they will take cover and try to kill you from safety and will run between cover to get a better angle on your position. As with the previous enemy types, aim for the head and stay in cover to deal with these guys in a time-effective manner. ____________________________ Once the pair of them are dead, head through the doorway on the left at the crossroad. In the next room youâll find a giant statue in the centre and no way outâ¦yet. After a short conversation with a voice over a loud speaker, the door to the right of the statue will open and a group of 4-5 veterans will emerge. Kill them, using the statue as cover if you require it. Once they are dead, the door at the far end of the room will open. Ignore this for now and proceed into the room from which the enemies came. Go to the back, right hand corner of the room to find an Infusion Upgrade on the table here. Look to the left to find a statue propped up against some crates. Beneath its foot you will see a lock pick. Loot his remainder of the area and return to the previous room. Head through the door at the back of the large statue room. =============================================================================== =============================================================================== Chapter 09: Inside the Hall of Heroes [ACT09] =============================================================================== The Hall of Heroes In this room is a rotunda with a circular historical guide in the centre with three exhibits behind it. The Boxer Rebellion, The Battle of Wounded Knee and The First Lady â note that the First Lady exhibit will unlock once the other two have been cleared out. To the left and right of the entry door is a Dollar Bill and a Minutemanâs Armory vending machine. Letâs go for the Boxer Rebellion first. Peking Exhibit Proceed along the path until the door opens automatically in front of you. Continue along the path a little further until you climb a short flight of stairs. At the top, enter the door to the right marked âEmployees onlyâ. Grab the piece of gift wrapped EQUIPPABLE GEAR off the table at the back of the room. Loot the rest of the area and return to the exhibit. Kill the enemy that has appeared during your short stint in the side room and then follow the path straight ahead and through the next door. You can interact with the statue in this room for a bit of historical poetry if you are into that kind of thing and to continue, proceed through the door behind the statue. After a short moment, a group of enemies will attack. There will be 4 veterans and a fireman. Kill them all. Note that the fireman spawns in the raised platform at the back, right of the room so be sure to use the bits and pieces of exhibit to stay in cover whilst avoiding those grenades! Once the room is clear, we need to backtrack through the exhibit to the hub room with the circular guide in the centre. As you approach the room, you will see another four veterans to kill. Finish them off and then itâs time to head into the Wounded Knee exhibit. Wounded Knee Exhibit Follow the passage straight ahead along the set path until you reach the first short set of stairs. At this point, enter the door to the left marked âEmployees onlyâ. Kill the veteran lurking inside and then check out the desk at the back of the room. Here youâll find a gift box with some new EQUIPPABLE GEAR and an RPG if you wish to use one. Go back out to the exhibit. Follow the path straight ahead and through the next door. As with the Peking Exhibit, you can interact with the statue in this room for a bit of historical poetry if you are into that kind of thing and to continue, proceed through the door behind the statue. Similar to the Peking Exhibit, in this room you will need to fight off a number of enemies. 10 veterans will attack, coming in 3-4 at a time before a Crow appears to add a bit of flavour to the end of the fight. There is plenty of cover to be had amongst the props in the exhibit to take out the veterans and enough open space in the centre of the room to lure the crow into traps. Once you have successfully destroyed the enemies, itâs time to backtrack to the rotunda. When you arrive, you will note the First Lady exhibit is now accessible. If you have some salts available, throw a trap at the foot of the door to this exhibit. As you approach the door, three veterans will run out of it to attack. Kill them before proceeding inside. The Memorial to Our Lady Proceed through the room here, down the stairs, past the statue and enter the door at the top of the short stairs at the far end of the area. As you enter the next room, go under the bridge to the left and have Elizabeth unlock the door here when you are able to do so. Upon entering this room, look in the side area to the right and youâll find a Voxophone âUnconditionalâ on the chair in front of a fireplace. Proceed down the stairs and through the next door. Head across the room here and enter the last door here to exit the exhibit. The Courtyard Go down the stairs and Elizabeth will slip through the gate here. At this point you will get a brief tutorial on tears and how Elizabeth is able to use them whilst you are in combat to give you a helping hand. The gist of it is to aim at the tear until a ghostly image of the object that can be brought into the world appears and then hit the action button to have Elizabeth make it so. Bring in the freight hooks behind the gate and use the skyhook to jump over the gate. Youâll now be shown a couple of options that Elizabeth can bring in in this area: 1. An auto-turret in the courtyard below 2. A series of freight hooks around the top of the room Now as you can see, the courtyard is not empty. There are 4-5 veterans that we can, see an enemy auto turret on the stairs at the back of the room and another 3-4 veterans who will enter the room (including an RPG gunner on the stairs) once we begin our attack. For now, I recommend activating the freight hooks and using them to jump across and down to the balconies on either the left or the right of the main room without being detected, next possess or destroy the auto turret on the stairs. Finally bring in the friendly auto-turret and assist it in picking off the enemies below. Note that there is an oil slick on the left hand side of the room which may be of assistance in killing enemies more efficiently with a bit of Devilâs Kiss. Once the area is clear hop down to the courtyard below and climb the stairs at the back. At the top of said stairs there is another tear which can be used by Elizabeth to bring in a discount Dollar Bill machine. It offers prices at 50% off their usual value, unfortunately the only upgrade on offer is: > Pistol Clip Increase $220 Enter the next door. =============================================================================== =============================================================================== Chapter 10: Hall of Heroes Gift Shop [ACT10] =============================================================================== Hall of Heroes Gift Shop As soon as you enter the gift shop, you will find a Minutemanâs Armory vending machine on the right with no new weapon upgrades and a Veni! Vidi! Vigor! vending machine to the left with a new upgrade: > Possession for less $1653 Before entering the open doorway to the next room check out the Kinetoscope âThe Lamb is the Future of the Cityâ and Kinetoscope âBehold the Miracle Child! A Prophecy is Fulfilled!â sitting either side of the door frame. When ready, enter the next room. As you enter, note the tears that we can get Elizabeth to open in this room. 1. In the centre, there is a stack of health crates. 2. On the left side of the room are barrels containing salts. 3. On the right is an auto turret that can be brought in. After a short bit of rhetoric over the loud speaker, a new enemy will break through the glass at the back of the room and attack you â the Motorized Patriot. ____________________________ New Enemy: Motorized Patriot\ ____________________________/ The motorized patriots are one of the more difficult enemies you will encounter in the game and are large, durable robotic automatons with a large reserve of armor making them very resistant to damage, it also means they will never seek cover and continue to proceed towards you even in the face of gunfire. They are slow moving and are equipped with the Peppermill Crank Gun â a minigun that can dish out enormous amounts of damage due to its very high rate of fire. They can also perform a devastating melee attack if you get in too close to them. The motorized patriotâs major weak point is the gears located in the centre of its back. To reach it, your best bet is to plant a trap to stun it or to attempt to outmanoeuvre the patriot. Note that vigors that cause increased damage for your weapons such as Murder of Crows and Devilâs Kiss will make life a little easier against these guys. Once you obtain it, the Shock Jockey vigor is also quite effective at chain stunning the patriots. ____________________________ The motorised patriot will emerge from the glass case at the back of the room and make its way over to you. Before it gets too far, get Elizabeth to bring in the auto-turret on the right. Plant a trap or two to snare the patriot with some damage over time (Devilâs kiss) or weapon damage bonus (Murder of Crows). Now try to kite the patriot over to the left so that the turret can attack its weak spot whilst the patriot chases you. If things get a little hectic, get Elizabeth to bring in the health or salts as required. Once the patriot is dead, check out the Kinetoscope âA City Mournsâ¦â which is attached to the circular desk in the centre of the room. Head over to the back left corner of the room and open the locked door here. Inside youâll find a safe we can open for a tidy sum of money (requires 5 lock picks). Return to the gift shop and backtrack to the courtyard again. The Courtyard Youâll notice things are a little different this time around. Slate and his men will attack you in a series of waves and you need to simply wipe them out to progress. Slate himself sits on the raised balcony that we came in from the first time we came through the courtyard. He has the ability to throw electrified crystals that will damage you if you get too close to them and will use them to limit your range of movement around the ground floor. Additionally there are a number of tears that Elizabeth is able to open to assist during the sequence. 1. At the base of the stairs to the left is a shotgun. 2. At the base of the stairs to the right is a crate of medical kits. 3. Directly above the foot of the stairs is a tear that will create those freight hooks again. I recommend using the freight hooks to access the upper balconies to the left and right and using the high ground to your advantage. Between waves, take the opportunity to hop down to ground level and refill that health if you need to do so before returning up to higher ground.. After each wave is summoned, Slate will run out of the room, only returning once you have killed them all. The first wave consists of 6 veterans who will appear both in the courtyard at ground level and on the upper ledge on which Slate is standing. The second wave of enemies will come from the door on the left hand side of the ground floor and consist of 6 veterans and a fireman. The third wave will enter from the left hand door on the upper balcony and consists of a motorized patriot and 3-4 veterans. Once the third wave has been defeated, Slate will open the right hand door on the ground level for you. Drop down to the ground level and rather than proceeding to the right, go through the door on the left (the door the second wave came from). On the left side of the room is a work bench with a voxophone âA Soldierâs Deathâ on it. In the tool box behind this, you can also locate an Infusion Upgrade â note that you may need to jump up on the table in order to find an angle from which to pick it up. On the way out, hug the left wall and you can also grab a lock pick from behind some crates. Return to the courtyard and head through the door on the right side of the room. Climb the stairs and continue along the path to the left. As you proceed, more of those electrified crystals will be throw in in your way and a group of 4 veterans will come down the stairs in the distance. Climb the stairs they attacked from and turn left. Enter the door at the end. As you exit, walk over and interact with the body in the spotlight for a scene. Make a decision during the scene (as far as I can tell the decision does not matter). After the scene, grab the Shock Jockey vigor from the ground next to him. ____________________________ New Vigor: Shock Jockey \ ____________________________/ The Shock Jockey vigor is one of the more useful vigors that you will find in game. Hitting the vigor button will fire off a wave of electricity that will shock any enemies within a short distance in front of you and stun them for a short period of time. Holding down the vigor button will allow you to fire off a trap that takes the form of a series of crystals. Electricity will form networks between crystals, creating a large field of damaging electricity. Again, these electricity traps have a chance to stun enemy combatants. From here on in, you will occasionally come across pools or puddles of water in the environment. Shooting off shock jockey into these pools will damage or kill any enemies that get too close or stand in said pool. ____________________________ Now that we have Shock Jockey, we can head back for the gondola. Backtrack through the Hall of Heroes until we are back outside. On the way you will encounter a pair of veterans in the Our Ladyâs memorial exhibit and a Crow at the rotunda. Once you reach the entrance, you will see that the door has now closed. Use the salt machine to its left if you need salts and then shoot the power conduit to the right with Shock Jockey to open the door. Exit back to the plaza to complete the chapter. =============================================================================== =============================================================================== Chapter 11: Return to Hall of Heroes Plaza [ACT11] =============================================================================== Hall of Heroes Plaza As you exit from the building, there will be 10-12 Founder soldiers waiting for you. Have Elizabeth use the tear to bring in the mosquito (a flying auto-turret) in the distance and then help it clear up the rest of the plaza, there is also a tear just to the left of the starting position if you want a sniper rifle. Once the area is clear, check out the rightmost section of the main building (opposite the dollar Bill vending machine). You will find another power conduit; hit this with Shock Jockey to unlock the nearby door. Climb the stairs here and do a 180 at the top, head to the end of the walkway and grab the lock pick kit and gift containing a piece of EQUIPPABLE GEAR from the table. Loot the rest of the balcony area and head down to where the gondola is docked. Hop on to the skyline to the right of the gondola and ride it down to the nearby building. Here weâll encounter a new type of enemy â the rocketeer. ____________________________ New Enemy: Rocketeer \ ____________________________/ These Founder soldiers are tougher than your standard run of the mill soldier type. They are heavily armored, so are more durable to not only weapon damage, but explosive damage too. These guys are equipped with RPGs and grenade launchers and are quite accurate. Traps and headshots are the way to defeating these enemies. ____________________________ The platform we land on has two tiers. There is a rocketeer and 4 soldiers on the building itself and a second rocketeer and an additional 2-3 soldiers on a floating barge docked on the far side of the building. There are two tears that we can make use of here, with the ground floor having a friendly motorized patriot that we can bring through and a crate of med kits on the upper floor. Have Elizabeth bring in the patriot and then hop back up to the skyline and attack the enemies on the upper level from above. When they are done, hop down to the upper platform and use the ledge overlooking the barge to take down any remaining enemies below. Once they are dead, loot the area, you can find a lock pick beneath the stairs leading to the upper level on the side of the building closest to the Hall of Heroes. When you are ready, jump onto the barge and ride the skyline here down to the platform below. Sky Road Back here again! This time around, you will have to kill the 5 soldiers and a fireman that are now occupying the zone. The upper balcony of the ticket building accessible via freight hooks on the left side of the area will provide you with a nice vantage point over the area below. Remember that there is also an oil spill here we can ignite (or have the fireman ignite) with Devilâs Kiss which may help thin out numbers if you can get the standard soldiers to fall for it. Once the area is clear, backtrack through the building at the far end of the area and kill the motorized patriot inside. Shocking it with Shock Jockey constantly to stun it and unloading on it with an upgraded weapon will take it down quite quickly. Enter the elevator at the far end of the room and ride it back up to the previous area. Soldierâs Field After getting off the lift, use the Veni! Vidi! Vigor! vending machine to the left if you require it, before heading down the stairs in front. Note that we are now able to use the skylines in this area. See the building with the âHotel Soldierâs Fieldâ sign on it? Use the skyline closest to this and the freight hooks nearby to access a balcony on the upper level of this building closest to the gondola platform. Use the Shock Jockey vigor on the power conduit here to open the door. Proceed inside here on a bed you can grab another Voxophone âCalling You Outâ. On the bed stand nearby, there is a gift wrapped new piece of EQUIPPABLE GEAR. Look behind the nearby cabinet against the left hand wall for a lock pick. Exit the building and work your way over to the carousel. To the right of this is a toy store you may have explored earlier. The door is now locked, but interacting with this will allow you access. Inside you will find another power conduit. Hit this with Shock Jockey to open another locked door. Here you will find another new piece of EQUIPPABLE GEAR, a sniper rifle (if you want one) and a bunch of containers to loot. Exit back outside and make your way over to the gondola control lever. Before we hit this, know that when we do, weâll have to protect the switch against an incoming horde of enemies. We also have an array of tears now scattered around the environment that we can use to help defend. You can find them at the following locations: 1. Automated turret on the roof of the Ice Cream Shoppe. 2. Piece of cover on the roof of the Ice Cream Shoppe. 3. Crate of medical Kits on the lower roof of the âPatriotâs Pride Confectionsâ building. 4. Automated turret on the roof of the Toy Store. 5. Piece of cover on the roof of the Toy Store. 6. Friendly motorized patriot on the boardwalk next to the carousel. 7. A sniper rifle and ammunition on one of the hover barges that shows up once the sequence begins. All up there are around 10-15 soldiers, a pair of rocketeers and a motorized patriot to deal with. In most cases, a good number of soldiers will hang out on the roof of the Toy Store, more will use the barges and skylines to reach the ground and approach the gondola controls. Two barges show up once you have activated the gondola and each of these will act as a base of operations for a rocketeer. Once the majority of enemies have been defeated, the motorized patriot will activate and walk towards the gondola. As such, the two most useful tears I found were the auto-turret on the roof of the Toy Store (although it wonât last long) and the friendly motorized patriot next to the carousel. Focus on killing the rocketeers first and then using a sniper rifle from the barge (itâs a good vantage point with cover) to eliminate the enemies below. Alternatively, you can go crazy on the skylines, which is infinitely more fun, if not a little riskier. Once all the enemies have been dealt with, go to the gondola and have Elizabeth open the door. Grab the lock pick and some coins from a small platform to the left and then throw the lever to activate the gondola. The First Ladyâs Aerodrome After the gondola arrives, climb the stairs nearby and enter the main room. Kill the 5 soldiers waiting for you in here. At the back of the room between the two flights of stairs you can find a Kinetoscope âA City Mournsâ¦â this one is a repeat of one we found in the Hall of Heroes, so will not count towards your collectible totals. On the wall opposite this, behind a counter is a Dollar Bill vending machine we can use to replenish salts/ammo/health if required. If you head back to the hallway we just entered from you will find a Veni! Vidi! Vigor! and a Minutemanâs Armory vending machine. Neither has any new upgrades, but you can upgrade using existing ones if you require. When you are ready to go, climb the stairs and enter the lift. Hit the button to ride it up to a new area. Run across the gangplank and enter the zeppelin at the end. As soon as you get inside, turn right and grab the Infusion Upgrade from the table here. Loot the rest of the room and then make your way over to the controls. Interact with them for a scene. During the scene walk over and interact with Elizabeth to complete the chapter. =============================================================================== =============================================================================== =============================================================================== ACT 3: The Plaza of Zeal =============================================================================== =============================================================================== =============================================================================== Chapter 12: Finkton Docks [ACT12] =============================================================================== Beggarâs Wharf When you regain control, you will be in a new area. Look to the left to find the building with âDelivery centreâ written on the side. Enter this building, turn left and look between the pair of desks along the lefthand wall of the room for a voxophone âGodâs Blueprintâ. You will also find a Veni! Vidi! Vigor! vending machine on the back wall. This has two new upgrades available for purchase: > Devilâs Kiss Boost $666 > Bronco Aid $777 Exit the building and turn left. Follow the set path to the main building and round to the right. When you reach the stairs, climb up and enter the door to the left. On a table at the back of the room on the right is a lock pick on a table. Go back down the stairs and work your way across the barges to the opposite side of the docks from where we started. There is a building marked âEmployees only here. Inside, behind a desk next to a policeman you will find a gift wrapped piece of new EQUIPPABLE GEAR. Note that picking this up will turn all the police in the area hostile - there are five of them, including the one in the building with you and they will all come and try to melee you, so hang out inside until they are all dead. Upon exiting the building, there will be three mosquitos (the floating auto-turrets) patrolling the dock. Once the mosquitos are destroyed, walk down the ramp and follow the dock to the right. When you see the entrance to the building on the right look behind the red pillar on the left to find a lock pick. Proceed into the building and exit out the far side. This leads us to the next chapter. =============================================================================== =============================================================================== Chapter 13: Beggarâs Wharf [ACT13] =============================================================================== Beggarâs Wharf Go past the man with the clipboard and grab one of the vials of Shock Jockey on the ground here if you need to replenish some salts. Go through the open container on the left. Drop down the other side and approach the door in front. Interact with it for a short scene. Now you will need to follow Elizabeth through the shipping yard. The path is linear and there is no real good loot or collectibles about for the time being, so thereâs nothing to really do except follow. As you continue through, you will experience three tears that will block your path. After the third one, enter the building ahead. Fort Franklin Pier As you enter, you will see Elizabeth disappear through another tear. Behind a partition on the left hand side of the room are a pair of desks with one holding a Voxophone âShame of my Serviceâ. There is an RPG on the floor nearby if you want one. Now go and look behind the partition on the right hand side of the room for a door, head through here to exit the building to the next chapter. =============================================================================== =============================================================================== Chapter 14: Fort Franklin Pier [ACT14] =============================================================================== Fort Franklin Pier After exiting the office, if you feel like grabbing a sniper rifle, you can pick one up from a crate on the barge at the end of the gangplank directly in front of you. If not, loot the area and follow the boardwalk to the left. Climb the stairs at the far end and enter the building at the top. Turn left to find yourself at an opening overlooking an open area below and a building opposite that appears to be a police station. There is a skyline here as well if you wish to use it. From the vantage point we have, kill the soldiers in the courtyard below, there are 6 of them initially and one or two of them will use the skylines to come up and try to melee you. After they have been dealt with, a barge will appear to the right with a rocketeer and an auto-turret aboard; it will also drop off another 5-6 soldiers. Once the area is clear, enter the lower level of the police station. Look in the cell on the left hand side and you should be able to grab an infusion Upgrade from between the bars. Exit the building and use the skyline to reach the upper level of the police station. Ignore the big red door for now and enter the opening opposite. There is a Veni! Vidi! Vigor! vending machine (no new upgrades yet) and a Dollar Bill vending machine on the left hand wall that you can use if you wish to do so. When ready, return to the big red door and interact with it for a scene. Take the skyline that has now appeared and ride it until it ends. Drop down and walk towards Elizabeth for another scene. =============================================================================== =============================================================================== Chapter 15: Worker Induction Centre [ACT15] =============================================================================== Worker Induction Centre When you regain control, turn to your left to spot the gondola. On the railing to the left of this is a telescope you can use to add to your collectibles tally. On boar the gondola is a door that Elizabeth can unlock (requires 5 lock picks). Inside is a present containing a new piece of EQUIPPABLE GEAR. Exit the gondola and climb the stairs at the back of the area. At the top, there is a Dollar Bill vending machine to the right of the large door leading to the next area and a Minutemanâs Armory vending machine on the left with some new upgrades: > Shotgun Damage Boost 1 $255 > Volley Gun Damage Boost 1 $522 > Shotgun Reload Increase $456 > Sniper Rifle Fire Rate Boost $654 > Pistol Ammo Increase $404 > Machine Gun Clip increase $391 > Sniper Rifle Recoil Decrease $288 > Carbine Clip Increase $484 When you are ready to continue, go through the next door to enter the next zone. Finkton Proper As you enter the building, turn to the left. At the end of the hall here you will see a Veni! Vidi! Vigor! vending machine (no new upgrades yet). On the wall to the left of this is a Kinetoscope âThe path of the Vox Populiâ¦â. Follow the path around until you reach the main room. When you arrive, enter the open door behind the counter on the left. On a desk in here you will find a voxophone âA Product Like Any Otherâ. There is also a lock pick jammed into one of the deskâs drawers. Exit the office and head to the left. Follow the wall to the office we just exited all the way around to the far side of the room. Here you will find a door that Elizabeth can open (requires 5 lock picks). Inside there is an Infusion Upgrade on a desk. There is also a new weapon â the volley gun on another desk at the far end of the room if you wish to grab one. Go back out to the main hall and approach the elevator. Itâs not going anywhere. Look to the left or the right to see stairs on both sides of the room behind the elevator. Climb down either of these (it makes no difference, they go to the same place) and have Elizabeth pick the door here. Follow the platform out into the next room and look down at the room below. There are around 10-12 policemen and a motorized patriot we will need to destroy before we can continue. Whilst they have not yet noticed you, drop a trap or two down there to thin out the numbers (or possess the motorized patriot if you have the upgrade). Once everything is dead, descend to the lower level. The elevator we need is marked by the door signed âemployees onlyâ. Instead of heading in there right away, look opposite. There is an office here and a Dollar Bill vending machine to its right and a Minutemanâs Armory vending machine (no new upgrades yet) to its left. Inside the office, there is a safe that Elizabeth can open (requires 1 lock pick) for some money. Head over to the left of the elevator room and look in the corner for a lock pick. Enter the room with the elevator and loot the desks. There is a lock pick on the rightmost desk in the room. Before entering the elevator, check out the lockers to the right of it. Inside the open locker is a Voxophone âSeed of a Lieâ. Call the elevator and when it arrives, enter and hit the button to ride it down to the next area. About halfway down, the lift will stop. Interact with the phone on the wall to continue. After exiting the lift, loot the table in front of you for a lock pick, some money and a new weapon â the hand cannon. Speak to the guy next to the door and he will open it for you. This will start the next chapter. =============================================================================== =============================================================================== Chapter 16: The Plaza of Zeal (Part 1) [ACT16] =============================================================================== The Plaza of Zeal As soon as you enter the Plaza area, there is a Minutemanâs Armory vending machine in the open building to your left (no new upgrades yet). Use it if you like, and then from the entrance, turn to the right. Go down the stairs and follow the right hand wall until you find a doorway leading out to a small wooden dock area overlooking the clouds. There is a locked door here that Elizabeth can open (requires 1 lock pick) and a lock pick kit on the crate to the right of the door. Inside the door youâll find another Vox cipher that will give you an optional task. There is also a lock pick to grab on a desk on the left hand side of the room. We canât do anything else for now, loot if you will and then exit back to the main plaza area. Use the freight hooks to jump up to the low roof surrounding the central building and have alook around, youâll find a volley gun, a lock pick and hidden away behind the Chen-Lin sign, you will find a sniper rifle and gift box containing a new piece of EQUIPPABLE GEAR. Return to the ground. Head back past where the auction was going on earlier and go round the left side of the building. Find the door here and go inside. On the table directly in front is a Voxophone âWeâve Need of a Shepherdâ. Enter the door behind the counter to the left. Chen-Linâs Shop Once inside the shop, find the stairs and climb to the very top of the area. Loot the area here, there is a lock pick on the bench on the opposite side of the machinery. After a few moments, Elizabeth will say something about âsomeone being downstairsâ. Head back down the stairs and talk with the woman blocking your way. After the conversation, head back downstairs and go through the door. The Plaza of Zeal Exit the shop and look to the right. Those police that were guarding the roadblock are no longer there. Approach the road block and a new enemy will appear â the handyman. ________________________ New Enemy: Handyman \ ________________________/ The Handymen are one of the most difficult enemies you will encounter during your time in Columbia. They are large, golem-like enemies that are incredibly strong, very fast and extremely durable to damage. The handymen can leap large distances to close ground between you and them very quickly. They will always remain unarmed and will often try to get in close to DeWitt in order to unleash a charge or melee attack. In addition, they are smart enough to occasionally take cover and will throw other enemy units or electricity bolts at you if you are out of reach. Even skylines are not safe for long with handymen around as they can jump up onto a skyline and electrify it, causing significant damage if you are attached at the time. The handymanâs weak spots are its large glowing heart in the centre of its torso and its head. Using traps to stun them does work, but the safest tactic is to kite them around and when you are a safe distance, turn around, shoot them a few times and run off again. ________________________ Once you have killed the handyman, grab the present that he drops for a new piece of EQUIPPABLE GEAR. Now letâs head back to the left side of the main building and approach that police roadblock again. Destroy the auto-turret behind it and enter the door to the left of it for a Veni! Vidi! Vigor! vending machine (no new upgrades yet). Also in the adjacent room is a red tear playing some contemporary music. Exit the building and go through the gate behind the roadblock. Thatâs the Good Time Club on the left and we need to go there. Ignore it for now and continue through the opposite gate. Shoot the auto turret here. Look slightly to the left. See the Dollar Bill vending machine? Run over to this and continue to follow the wall past it until you find a Voxophone âThe Invisible Colorâ on the ground near some boxes against a wall. When you are ready to continue, return through the gate and enter the Good Time Club. =============================================================================== =============================================================================== Chapter 17: The Good Time Club [ACT17] =============================================================================== The Good Time Club Once you are in the club, climb the stairs to the top. Here youâll find a Kinetoscope âCrime Comes to Shanty-Townâ¦â and next to it a Minutemanâs Armory vending machine if you require it. When ready, continue through the door here. You are now in a large room with a balcony running around to the left. The downstairs area below has a number of tables, a raised stage that occupies the back of the room and protrudes into the centre of the room. There are three tears in this area that Elizabeth use can help you out during the next gameplay sequence. There are in the following locations: 1. Crate of medical kits behind the bar to the right of the entry on the upper level. 2. RPG on the wall along the left hand side of the upper level. 3. Volley Gun and ammo on a small raised area on the left hand side of the ground level. The room plays out in a series of waves. During each waves you must defeat all of the enemies in the room in order to continue. There are three waves in total. During this sequence, youâll be introduced to a new type of enemy â Fink Applicants. _________________________ New Enemy: Fink Applicant\ _________________________/ As with the policemen or the cultists we faced early on in the game, the applicants are yet another type of standard fodder enemies present in Bioshock Infinite. They only appear during the Plaza of Zeal areas of the game and are usually equipped with pistols, shotguns and melee weapons. They are relatively weak, with a few shots from a pistol or a melee swing or two killing them. A headshot will result in an instant kill against these guys. ________________________ In first wave waves the enemies will emerge from the curtains on the stage at the back of the room. As such, be sure to plant a trap in front of the curtain before it starts to make things a little quicker. The first wave consists of 6-7 applicants and a fireman. The second wave consists of 6 applicants and a Crow, they will enter the room from the inaccessible balcony on the right side of the room. The final wave consists of a patriot who will spawn at the end of the stage projecting into the lower room, an auto-turret and three mosquitos. Once the room below is clear, drop down and get looting! From the stage that is jutting into the room, look straight ahead to find a short hallway with a Veni! Vidi! Vigor! vending machine (no new upgrades yet). To the left of this is a Kinetoscope âThe First Ladyâ. Behind you, explore the toilet on the left for a lock pick and loot the other too if you like. Exit the short hallway and turn right to find a Dollar Bill vending machine. To the right of this is a door we can go through. Inside you can grab an Infusion Upgrade from the bar and a lock pick from under one of the tables. Loot the rest of the room and return to the stage area. Go through the opening in the curtain and exit the stage via the door here. On the dresser to the left as you enter there is a Voxophone âChanging My Tuneâ. Continue through the next door. The Good Time Club Basement At the bottom of the stairs, kill the two soldiers and enter the door to the left for a lock pick. Return and continue through the other open door when you are ready. Have Elizabeth unlock the door in here when you are able. Enter the now unlocked door and kill the two soldiers inside. Check out the stack of crates to the right of the circular chamber with the burning coals in it for a Vox Codebook. Continue through the open door, through the projector room (looting as you please) and out the other door on the far side. You will now be in a corridor that stretches to the left with a number of cells lining either side. Before proceeding in that direction, look on the nearby stool for a Voxophone âHis Design for Crueltyâ there is also a lock pick on the floor below it. Continue down the hallway and kill the Founder soldiers patrolling here. At the far end of the hall are doors to cells 8 and 9. The door to cell can be unlocked at the expense of 5 lock picks and contains a gift with a new piece of EQUIPPABLE GEAR in it. Exit and have Elizabeth unlock cell 9. Go on in. Loot the table here if you like and then climb all the way down the stairs until you reach the bottom. Check out the table to the right of the open cell for a lock pick and then enter the cell. Head over for the lit up light switch at the back of the room. Hit the button. Interact with the body in the chair for a scene. Afterwards interact with the tear. Backtrack through the basement, noting all of the changes as you go and climb back up the stairs to the dressing room. The Good Time Club Exit the dressing room onto the stage, go out from the curtain and youâll see 8 soldiers waiting for you on the ground floor. Eliminate them all before heading up one of the sets of stairs. Work your way over to where we initially entered the stage room the first time around and go through the door. Note that whilst the Minutemanâs Armory vending machine is still here, the Kinetoscope has moved from its left hand side to the right hand side. Go and grab it for Kinetoscope âGun-smith Set Freeâ. Go down the stairs and exit back to the Plaza of Zeal. =============================================================================== =============================================================================== =============================================================================== ACT 4: The Gunsmith =============================================================================== =============================================================================== =============================================================================== Chapter 18: The Plaza of Zeal (Part 2) [ACT18] =============================================================================== As you exit the club, youâll notice that the right hand gate has been locked shut. The gate on the left however is wide open. As you go through here, you will be ambushed by around 5 founder soldiers, and a new enemy type â the grenadier. ________________________ New Enemy: Grenadier \ ________________________/ As with the rocketeer, these Founder soldiers are tougher than your standard run of the mill soldier type. They are heavily armoured, so are more durable to not only weapon damage, but explosive damage too. These guys are equipped with grenade launchers and are quite accurate. Using cover and whilst advancing and planting headshots are the fastest way to defeating these enemies. Sticking vigor effects on them that increase weapon damage (e.g. Murder of Crows, bucking Bronco) is also a good way to whittle away their health a little quicker. ________________________ Note that there are a pair of tears Elizabeth can open here, a volley gun about half way up the street and a crate of medical kits in the wooden dock area in the far left corner. To deal with the bad guys, you can take cover, or use the freight hooks to jump up to the low roof surrounding the central building and pick off enemies from here. Also on the roof, behind the Chen-Lin sign, you will find a sniper rifle and gift box containing a new piece of EQUIPPABLE GEAR. After clearing the initial group of enemies, pass the police barricade and continue up the street another 14-15 soldiers will appear from both sides around the central building. So take cover and deal with them as they come. If you follow the road around to the right, there is also an auto-turret on the far side of the main building. Once the area is clear, itâs time to complete the optional mission I mentioned earlier. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Note: If you wish to unlock the âInfused with Greatnessâ achievement/trophy you must complete the following optional task. As we have already recovered the code book from the Good Time club, it should take no time! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Optional Mission â Find the Cipher Reward: Infusion Upgrade, Voxophone Now if you have followed the guide, you should have picked up the code book in the basement of the Good time Club. If you didnât pick it up at that time, head back inside the club, go down to the basement and in the third room check out the stack of crates to the right of the circular chamber with the burning coals in it for a Vox Codebook. Once you have the codebook, return to the Plaza of Zeal and proceed up the street on the left hand side of the large central building. If you hug the left hand wall as you, go you should see an opening at the end. Through here is a small wooden dock area overlooking the clouds. There is a locked door here that Elizabeth can open (requires 1 lock pick) â if you have followed the guide so far you will have already done this. Inside the door youâll find another Vox cipher. With the code book in hand, Elizabeth will tell you what to do. Go over and interact with the clock on the right hand side of the scrawled note. This will open, revealing a hidden safe. Inside you will find an Infusion Upgrade, a Voxophone âA Truer Allegianceâ, a lock smith bag (3 lock picks) and a volley gun. You will also have completed the optional task! Head over to the gun smithâs shop and go inside. =============================================================================== =============================================================================== Chapter 19: The Gunsmith Shop [ACT19] =============================================================================== Chen-Linâs Shop Once inside the shop, find the stairs and climb to the very top of the area. Talk with the man here. After a few moments, heâll tell you to âgo downstairsâ. Head back down the stairs and talk with the woman blocking your way. After the conversation, head back downstairs and go through the door. The Plaza of Zeal Once you are back outside, turn left and go back around the front of the main building. Great, there are another 7 soldiers here waiting for us! Watch out for the enemies will use the auction platform and the stairs to the right to try and get a vantage point on you if you let them. Also note that one or two will try to sneak around the back of the central building to attack you from behind. There is a one more soldier out by the door to the optional task we completed earlier and you can go and kill him if you like. Once the area is clear of hostiles, head down the road towards the Good Time Club. Look for the building with the âShantytownâ sign on the right side of the street. Head in the door here. Inside you will find a Dollar Bill and Veni! Vidi! Vigor! vending machine. Use them if you want (no new vigor upgrades here yet) and then use the lever opposite. Path to Shantytown From where you are standing, you should be able to see a few Founder Soldiers standing around ahead; there are five of them in total and a rocketeer who is standing on the raised platform straddling the centre of the area. They will not attack right away, so have a look at the three tears that Elizabeth can use here. 1.A freight hook on the left side of the area. 2.A piece of cover directly in front of you. 3.A friendly auto-turret on the boardwalk of the adjacent building on the right. Use the cover first so that you can kill the rocketeer in safety (and any other soldiers who venture too close and then activate the friendly auto turret to help you mop up the remaining enemy forces. Once it is safe to do so, check out the open door on the adjacent building behind the auto-turret tear for a Minutemanâs Armory if you wish to upgrade some weaponry. Or, keep on going along the bridge. Climb the stairs at the end and go around the large wall here. As soon as you reach the other side, look towards the middle of the room to spot an office. Go inside and loot the desks. There is a hand cannon on one and a lock pick on the floor between a pair. You will also see a vigor locked up behind bars at the back of the room. We canât get this yet, but remember that it is there! Exit the office and climb the nearby steps. Enter the elevator here and press the button to descend to Shantytown. =============================================================================== =============================================================================== Chapter 20: Shantytown [ACT20] =============================================================================== Shantytown After getting off the lift, move forward, past the vocal preacher and continue onwards until you reach a railing. In the distance, you can see a sign reading âThe Graveyard Shiftâ. Turn to the left and follow the railing until you come across a couple of hostile citizens. When they attack, kill them and grab the Infusion Upgrade that was sitting on the crate behind them. Now work your way over to the Graveyard Shift bar, note that on the way there is a lock pick in the water coming from the pipe to the left at the bottom of the stairs required. Enter the Graveyard shift bar. As you enter, youâll find one of each of the three types of vending machines: Veni! Vidi! Vigor!, Minutemanâs Armory and Dollar Bill (there are no new upgrades on sale in any of them). There is a lockpick on the ground to the right of the Minutemanâs Armory vending machine. Go through the door to the right of the bar and climb down the stairs to the basement. Approach the guitar propped up against the chair here for a cool scene. When you are done, look on the bench nearby for a Voxophone âFanning a Flameâ. Against the back wall you will find an overturned crate with a lock pick inside and just next to this a barrel with a set of keys on top. Grab the keys to start an optional mission. Exit the bar and climb the stairs back up to the main level. Turn left and follow the street. At the top of the next set of stairs, have Elizabeth use the tear on the street at the foot of the stairs when she points it out. Go down the short alley to the left and pick up the lock pick behind the flaming barrel. Head down the aforementioned stairs and follow the street to the left. After the singing children, look behind the wall for a lock pick and continue onwards until you reach the end of the slum area. Climb the stairs to the left, heading past the stockade and through the gate beyond. The Bull Yard As you enter, you should spy a gift box at the base of a statue on your right. Grab this for a new piece of EQUIPPABLE GEAR. Edge down the stairs slightly, you will see a good number of soldiers in the courtyard below. Look up to the left. Hop up to the freight hook here and drop down to the upper ledge here. There is a sniper rifle on the crate here if you want one. A little further along the railing is a telescope, use this to add it to your collectible count! From the ledge here, survey the area. Directly in front of you across a gap is the police impound where we need to go. Note the pair of large rocket turrets above and flanking either side of the main gate. We need to destroy those. There is a pair of skylines linking this platform with the impound building and between them are three buildings that we can play around with. The left hand building has a rooftop area, the central building has a small platform with a few pillars for cover and the right hand building has a lower platform and an upper platform. There are also a number of tears that we can get Elizabeth to use for us to make things a little easier. There are in the following locations: 1.RPG and ammo on the top floor of the right hand building. 2.Mosquito patrolling back and forward close to the right hand building. 3.Crate of medical kits on the lower floor of the right building. 4.Sniper rifle and ammo on ledge of central building. 5.Friendly rocket auto-turret on the left building rooftop. Unfortunately, in addition to the two rapid firing rocket launcher turrets on the building, there are also a tonne of soldiers (15-20 of them) running around as well, so we should deal with them first. Iâd recommend grabbing the sniper rifle from nearby if you havenât already! Attack the soldiers in the courtyard below you, there will be 5-6 of them. Once they are clear, hop down and run over to the edge. Take the skyline leading to the top of the right building. Have Elizabeth phase in the RPG. Once you have it, spawn in the mosquito for some support and use the walls of the upper floor here as cover. From here we can use the RPG to shoot up the rocket turrets on the impound from relative safety. Having said that, ensure that you keep your eyes (and ears) open for enemies approaching via skylines and deal with them if they land to attack you. Once both rocket turrets have been destroyed, have Elizabeth phase in the friendly auto-turret or the mosquito to help you out and shift your attention to the enemy auto-turret on the lower level of the impound building. Afterwards switch back to the sniper rifle and pick off the enemies on the balconies out in front of the impound and firing at you from other rooftops (alternatively you can choose the more fun option of flying around on the skylines and wiping out any soldiers you see). After killing the vast majority, a motorised patriot will appear on the lower platform of the impound building. Finish him off to clear the way into the impound. Before entering, take a skyline back up to the upper level on the right (where the RPG tear is) and in a small niche in the covered area you will find a Voxophone âTrappedâ. Take a skyline down and jump over to the lower platform of the compound, climb the stairs and have Elizabeth unlock the door. Head on through to end the chapter. =============================================================================== =============================================================================== Chapter 21: The Bull House Impound [ACT21] =============================================================================== The Bull House Impound Once you are inside the police impound, move up and through the open gate in the distance. As soon as you are through, ignore the door to the next area in front and instead enter the open office door to the right. On the desks in here are a new weapon â Repeater, a lock pick and some other goodies. There is also a Kinetoscope âFitzroy Spotted!â here as well. Return to the main room and enter the door opposite the gate. The first thing you will see inside the door is a tear. Thatâs right, thereâs another fight to be had in this room as well! The main floor of this room has open office to the right and in front, a pair of stairs leading down either side of the front office and a set of stairs to the left of the entrance leading to a upper walkway with three additional rooms. There a total of 3 tears here. 1.A piece of cover in the centre of the lower area. 2.A peppermill Crank Gun from the room to the right of the piece of cover tear. 3.A crate of medical kits on the second floor. You are going to want to create the cover right away because as soon as you move into the room slightly, you will be attacked and from behind it you can take pretty much every standard enemy on the ground floor out. There are 5-6 soldiers on the ground level and a further 1-2 taking pot shots at you from the upper walkway. Once you have dealt with the initial threats here, a motorized patriot will show up. As usual kite him around using your vigors to stun or slow his movements. When he has been dealt with, head upstairs and clear out the balcony and side rooms, there will be no more than 1-2 soldiers in each. Now that the room is clear of bad guys go into the door to the left at the top of the stairs. There is a locked door in here Elizabeth can unlock (requires 5 picks) that contains an Upgrade Infusion and a gift containing a new piece of EQUIPPABLE GEAR. Continue along the upper level and enter the next door you come across. Duck into the small office on the back left. Inside youâll find a lock pick on the floor as you enter and a Voxophone âThat Goddamn Keyâ on a desk to the right. On the floor to the left of this is a large blue chest. This is in need of being opened to complete an optional task. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Note: If you wish to unlock the âInfused with Greatnessâ achievement/trophy you must complete this optional task. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Optional Mission â Find the Lock that Fits the Key Reward: Infusion Upgrade Now if you have followed the guide, you should have picked up the keys for the chest here in the basement of the Graveyard Shift Bar. If you didnât pick it up at that time, backtrack outside all the way to the main Shantytown area and enter the bar, go down to the basement and at the back of the room on a barrel, you will find the keys. Once you have the keys return to the chest in the police impound. Use the keys on the chest to open it and grab your reward â an Infusion Upgrade! In doing this you will have also have completed the optional task. Loot the rest of the top floor and then head back down the stairs to the lower level. Make your way over to the stairs leading down on the far left side of the room. Near the top of these you will find an open door. Under a desk in here is another Voxophone âTerminatedâ. Loot the rest of the ground floor and then go down the stairs at the back. Get Elizabeth to unlock the door here and follow the stairs all the way to the bottom. As you reach the end of the stairs, check out the cell in front for a lock pick on the floor. Loot the rest of the cells here before going to investigate the large, locked up piece of machinery in the centre of the room. There is a tear here. When you are ready to continue, have Elizabeth open it for you. Once the scene finishes, go back up the stairs. At the top you will find a Voxophone âKindlingâ on a desk that was not previously there. Continue backtracking until you leave the compound. =============================================================================== =============================================================================== Chapter 22: The Bull Yard [ACT22] =============================================================================== The Bull Yard As you exit, there will be a soldier in front of you who will be promptly shot. You will now notice that you have allies - the guys with the red faces are your friends, so try not to kill them. Either assist them in taking out the soldiers or, let them handle the situation and ride the skyline over to the previous area. Once you land, there are 6-7 soldiers up at the top of the stairs in front and on the raised platform to the left. Use the cover here to fight your way through them and climb the stairs. Run past the stockade and continue through the slum tunnel area, killing any soldiers that stand in your way. Ehen you get back to the main Shantytown area, go down and look in front of the Graveyard Shift Bar, you will see that there is a dead Handyman here. Under the body you will find a Voxophone âThat Eternal Shoreâ. Now go on into the Graveyard Shift Bar on the left hand side of the bar inside is a new voxophone âDrawing Deadâ. Exit the bar and head on over to the elevator that will take us back to the previous area on the way back to the Plaza of Zeal. =============================================================================== =============================================================================== =============================================================================== ACT 5: The Factory =============================================================================== =============================================================================== =============================================================================== Chapter 23: Finkton Proper [ACT23] =============================================================================== Finkton Proper As you get off the lift, go and investigate the office area straight in front of you. The bars at the back are now open, allowing you to loot the room. Be sure to grab the vigor here. This will give you a new vigor abiity â charge. __________________ New Vigor: Charge \ __________________/ The Charge vigor is a melee based vigor that will allow you to extend the reach of your standard melee attack. Hitting the vigor button will do just that. Holding down the vigor button will increase the power of the melee attack that occurs when you let go fo the button. __________________ Head behind the office and weâll be back in familiar territory. From where you are standing, you should be able to see a few Founder Soldiers standing around ahead; there are five of them in total including a sniper who is standing on the raised platform straddling the centre of the area. Additionally there is a rocketeer on a barge hovering above the right of the platform. They will not attack right away, so have a look at the three tears that Elizabeth can use here. 1.A freight hook on the right side of the area. 2.A piece of cover on the far side of the area. 3.A friendly auto-turret on the boardwalk of the adjacent building on the left. Activate the friendly auto-turret and whilst the soldiers are distracted, take out the sniper and any other infantry at ground level before focusing on the rocketeer. To make things easier, you can have Elizabeth phase in the freight hook and from here you can jump to the barge and try out your new charge vigor on him! When the area is clear, enter the door at the end. Inside, you can use the Dollar Bill and Veni! Vidi! Vigor vending machines if you require them. Throw the lever opposite to access the previous area. When you are able, go through the door back to the Plaza of Zeal. Plaza of Zeal Upon going through the door you will see a number of Founder soldiers ahead and to the left. Fortunately you have several allies who will help you eliminate them. Follow the street uphill to the left and take out any soldiers as you go. Watch out for the new auto-turret and mosquito occupying the area near where we saw the auction earlier. =============================================================================== =============================================================================== Chapter 24: On to the Factory [ACT24] =============================================================================== Plaza of Zeal When it is clear, enter the door leading to the gun shop. On a shelf to the left you will find another Voxophone âAll Debts Paidâ. Investigate the bodies on the floor. Exit this room and head for the door directly across the road leading to the Factory with your allies arrayed in front. It will open as you approach. Follow them across the next room and through the next door. =============================================================================== =============================================================================== Chapter 25: The Factory Courtyard [ACT25] =============================================================================== Collectibles: | ] -------------- ] Voxophones............0 ] Kinetoscopes..........0 ] Telescopes............0 ] Infusion Upgrades.....0 ] ________________________] The Factory Courtyard You will find yourself on a long bridge-type platform with the factory of interest in the distance. Our goal is to make it across to the other side. Itâs not as easy as it sounds though as there are numerous enemies guarding the way. As you enter the area, there are a set of three auto-turrets that you will need to attend to before proceeding. Up the stairs behind these are another 4-5 Founder soldiers. Once they are dead, climb the stairs behind the destroyed turrets. At the top you will see that further in the distance is a motorized patriot, a couple of additional soldiers and another pair of turrets. Behind them is the gate we want to get to. You canât see it from here but at the base of the right hand side of the gate is an oil slick we can use Devilâs Kiss on to help with the standard soldier types if they get too close to it. Additionally, at this point there are three tears we can get Elizabeth to manipulate for us. 1.A crate of medical kits on the left side of the bridge. 2.A friendly rocket auto-turret in the centre of the bridge. 3.A piece of cover in the centre of the bridge below the friendly auto-turret. Use the tears as you see fit, although Iâd use the rocket turret personally to assist in drawing fire and the piece of cover below when the turret is destroyed. Take out the turrets and the patriot and work your way over to the locked gate they were guarding. Finish off any remaining Founder soldiers on the platform here. As your buddies work to open the gate, a new challenger appears! You are now going to have to take out that zeppelin to continue. Run over and jump on the skyline beneath it and ride it all the way around until you are able to land on a section of the zeppelin itself. Drop down and kill the soldier here. Use the nearby short section of wall to take out the auto-turret and the enemy soldiers below before dropping down to the main platform. Follow the wooden platform to the end and enter the main cabin. There is a motorized patriot and four soldiers in here to deal with. Three soldiers and the patriot stay at ground level, whilst a fourth soldier will hand out on a raised platform at the back and shoot at you from here. There is an RPG propped up against the control panes at the front of the ship if you want to use that. Try to eliminate the soldiers first before dealing with the patriot as you deem appropriate. When the room is clear, approach the circular chamber at the back of the room and interact with it to destroy the engine. Now run back outside and hop onto a skyline, be sure to watch the fireworks! When you are ready, hop down to the bridge and go through the now opened gate. Climb the stairs to the top. Just at the top of the stairs, be sure to use the telescope to add it to your collectible count and then enter the nearby door. =============================================================================== =============================================================================== Chapter 26: The Factory [ACT26] =============================================================================== We are now in the factory. Continue up the stairs and through either of the doors at the top. There is a rocket auto-turret at the back of the room and 3-4 Founder soldiers clear them out and proceed across the floor and through the doors at the far end. As you enter, look for a tipped over cart near some bodies, beside this is a gift containing a new piece of EQUIPPABLE GEAR. Head over to the still functioning elevator, on the ground beside it is a lock pick set. Grab that and enter the lift, hit the button to ride it up to the next area. Youâll need to interact with the phone to continue around half way up. After getting off the lift you will notice that your allies are your allies no longer. As such we have a new enemy to talk about â Vox Soldiers. _______________________ New Enemy: Vox Soldiers\ _______________________/ The Vox soldiers are almost identical to the Founder soldiers except they are equipped with Vox weapon variants instead. As such they are a more advanced version of the standard fodder enemies such as the policemen and Fink applicants that we encountered earlier and a little harder to kill. They are more heavily armored, making them a little more resistant to and are also equipped with more advanced weapons including repeaters and burst guns. As with the regular Founder soldiers, the Vox soldiers will take cover and try to kill you from safety and will run between cover to get a better angle on your position. As with the previous enemy types, aim for the head and stay in cover to deal with these guys in a time-effective manner. _______________________ After killing the Vox soldiers, enter the side room to the left. As you enter, youâll find one of each of the three types of vending machines: Veni! Vidi! Vigor!, Minutemanâs Armory and Dollar Bill. There is a gift hidden on the ground behind the Dollar Bill vending machine containing a new piece of EQUIPPABLE GEAR. There are also new upgrades available in both the Minutemanâs Armory and Veni! Vidi! Vigor! machines. Minutemanâs Armory has the following new weapon upgrades: > Hand Cannon Reload increase $656 > Hand Cannon Damage Boost 1 $448 > Carbine recoil Decrease $333 > Burst Gun Damage boost 1 $423 > Pistol Damage Boost 2 $199 > Machine Gun Damage Boost 2 $236 > Sniper Rifle Damage Boost 2 $349 Veni! Vidi! Vigor! has the following new vigor upgrades:: > Shock Chain Aid $1265 > Possession for Less $1653 > Crows Boost $545 > Charge Aid $1614 > Bronco Boost $421 When you are ready to keep on going, return to the main room and turn left. When you reach the door to the next area, look on the chalkboard to the right to find a Voxophone âA Child Needs a Protectorâ. Look at the body in front of the door. From this you should be able to find a new vigor â undertow. ____________________ New Vigor: Undertow \ ____________________/ The Undertow vigor is one of my personal favourites. Hitting the vigor button will create a burst of water directly in front of you pushing any enemies within range to the floor (think Jedi force push!). This is incredibly effective when standing close to the edge of a railing or when taking on enemies aboard barges as the push can send them toppling over the edge to their deaths. The secondary fire is performed by holding the vigor button down whilst targeting enemies. It creates a watery tendril that will grab them, draw them to you and hold them in front of you.Releasing the button will have them fall to the floor, but whilst they are suspended they will take additional damage from your weapons. ___________________ Now that we have all we need, loot the rest of the room and then have Elizabeth pick the lock on the nearby door. Continue through to the next area. Run up the stairs in front to watch a scene through the window. Afterwards all hell will break loose. This area can be quite difficult. The clock tower is situated in the centre of the zone and there is an upper and lower walkway surrounding it. There are larger circular platforms on either side of the clock tower both at the entry and directly opposite and a skyline circling the area. There is also a raised platform at the top of the skyline opposite the entry. There are also a pair of tears we can get Elizabeth to utilise: 1.Sniper rifle and ammo on the raised platform on the far side of the room. 2.Tesla coil on the large circular platform at the far side of the room. As the scene ends, a barge will appear from the left laden with 4-5 Vox soldiers and a Vox Rocketeer. Use the skyline to ride around whilst shooting them or head to the raised platform at the back for a sniper rifle to pick them off (alternatively you can leap onto their barge when it gets into range and use undertow to push them all over the edge at once!). Afterwards things will get a little more hectic. I counted 24 Vox soldiers, a fireman and a handyman that need to be killed before you can continue. Initially the game will throw a few Vox soldiers at you 3-4 at a time and once you have killed around 10-12 the handyman will show up, whilst the fireman will show up once you kill around 18-20 of them. Once the heavy hitters show up, it becomes a lot more difficult. My tactic was to have Elizabeth activate the tesla coil tear and then use the skyline to travel between the two larger platforms on either side of the clock tower, drop down, kill a few enemies and wait for the handyman to approach and then skyline back to the other platform, drop down, kill a few enemies and repeat. Doing this means you will not spend a long enough period of time on the skyline to warrant the handyman using his electrical powers to zap you and you should be able to focus on killing the soldiers and the fireman before turning your attention to the main threat â the handyman. When it comes down to a one on one with the handyman, at this point you can once again activate the tesla coil and kite him around the far platform so that the tesla coil can help you out whilst you fight it. Once it is dead, look out for the gift he drops. It contains a new piece of EQUIPPABLE GEAR. Go to the far platform and find the telescope on the railing. Use this so that is counted towards your collectibles. Return to the clock tower and head up to the other window for another short scene. Interact with the piece of the wall to the left of the window. Head back to the window and interact with it for yet another scene. Once the door opens approach Elizabeth and interact with her. Afterwards, before following Elizabeth through the door straight ahead, check out the door to the left to find an Infusion upgrade on a table and inside the door to the right you will find a Voxophone âApologyâ. Return and enter the door Elizabeth walked through previously. Make your way to the end of the hallway and enter the airship docked at the end. Upon entering, loot the area and then interact with the door on the right. Afterwards, head over to the controls at the front of the ship and use the action button to set a course. During the scene, interact with the controls once more to end the chapter. =============================================================================== =============================================================================== =============================================================================== ACT 6: Emporia =============================================================================== =============================================================================== =============================================================================== Chapter 27: Emporia [ACT27] =============================================================================== Prosperity Plaza When you regain control, help Elizabeth open the door and then follow her over to talk with the people blocking your path. During the scene, grab the note that the man gives you. After the conversation is over, interact with the piano to move it out of the way. Got through the short tunnel. Turn right and climb the stairs here and cross the bride to your left. Ahead you will see another short bridge leading to large building with a âPort Prosperity Stationâ sign on the roof. Thatâs where we are headed. To the right is another short tunnel acting as an alternate route to the courtyard below the station. There is a Minutemanâs Armory vending machine in here with a few new upgrades: > Repeater Recoil Decrease $711 > Heater Reload increase $752 > RPG Damage Boost 2 $385 > Hand Cannon Damage Boost 2 $448 > Shotgun Damage Boost 2 $255 > Carbine Damage Boost 2 $357 When you are ready to continue, have a look over at the courtyard below the station you will see a number of Vox soldiers and a couple of tears that can be opened: 1.A piece of cover at the far end of the next bridge. 2.A mosquito patrolling in the air around the area. 3.A water puddle near the door to the station. 4.Crate of medical kits at the end of the tunnel past the Minutemanâs Armory machine. There are 6-7 Vox soldiers here now and additional barges will show up and drop off another 10-12 soldiers and some rocketeers once you start your attack. Your best bet is to keep your distance and use the mosquito to help eliminate a few enemies. If you need to approach, cross the bridge and have Elizabeth phase in the cover here. If you feel like it, you can have Elizabeth phase in the puddle of water and toss a Shock jockey trap onto it to kill any enemies that touch it (although you are likely to get mown down in the process). Once the area is clear, head for the door to the station. Look under the cart to the right of the door for a lock pick. When you are ready to continue head on over to the door to have Elizabeth unlock it. Afterwards continue inside. Port Prosperity Inside the station, turn right and have Elizabeth unlock the get there (requires 3 lock picks). Inside you will find a new weapon â the Heater and at the afar end of a hallway in a metal tub you will also be able to grab an Infusion upgrade. In the main lobby, against the far wall from the entry you will find a Dollar Bill and a Veni! Vidi! Vigor! vending machine. The Veni! Vidi! Vigor! vending machine has another new upgrade for sale: > Undertow Aid $306 Now with all the looting done, head up the set of stairs on the right side of the room and through the open gate. Follow the hallway to the left. Kill the 3 Vox soldiers around the first corner and continue until you are back outside. Below is a gondola platform and in the distance you will see the gondola headed your way. Observant players will have noticed that there are a couple of tears here, which can mean only one thing â another fight is coming up! The tears are in the following locations: 1.Friendly motorized patriot to the right as you enter the area. 2.Friendly auto-turret at the left end of the gondola platform. Activate either of the tears which will help you out once the gondola arrives. You should also consider planting a trap or two on either side to speed up the fight. As it docks 3-4 Vox soldiers and a motorized patriot will emerge. Eliminate the enemies. Before proceeding, look on the right hand side of the gondola station for a telescope. Use this to add it to your collectible count. Jump on the gondola and grab the lock pick from the floor near the doorway. Have Elizabeth pick the lock on the door opposite. Pull the lever inside. =============================================================================== =============================================================================== Chapter 28: Port Prosperity [ACT28] =============================================================================== Port Prosperity When the gondola reaches the far end, exit the vehicle and loot the area before proceeding up the stairs. At the top, enter the door to the left and kill the pair of Vox soldiers inside. Note that there is an oil slick on the floor below them so you can make the fight a lot faster by tossing a Devilâs kiss vigor at them. Enter the door on the left hand side of the room. There is a safe you can have Elizabeth open here (requires 5 lock picks) for some cash. At the far end of this room, there is another door you can open with a new weapon â Hail fire in it. Return to the main room and kill the two new enemies that have appeared here. Now we can use the Veni! Vidi! Vigor! and Minutemanâs Armory vending machines if you require them (no new additional upgrades yet). Continue down the hallway to the right of the vending machines. Around three quarters of the way up the hallway, look out for a chest on the left with a corpse on it. There is a Voxophone âComing for Comstockâ on the floor below the chest and a lock pick on the chest next to the body. Follow the hallway until it exits into a larger room. Ignore the stairs for the moment and enter the ticketing office on the left. There is a safe in here Elizabeth can unlock (requires 3 lock picks). Exit and go to the door to âThe Salty Oysterâ on the opposite side of the room Elizabeth can also unlock this one (requires 3 lock picks). Enter the Salty Oyster. There is a group of three Founder soldiers in here who will attack as you move inside. Once they are dead, check out the right side of the room. In the corner closest to the window on the floor next to a chest is a lock pick. Turn around and under one of the tables here is a gift box containing a new piece of EQUIPPABLE GEAR. Continue past the Minutemanâs Armory vending machine and between the two bathrooms you will find a Kinetoscope âLuteceâs Brother Arrives in Columbia!â. There is an RPG in the furthest toilet if you want one. Loot the rest of the bar and head back outside. Climb the stairs here and use Elizabeth to bring in the tear at the top for a friendly auto-turret. Proceed into the room ahead and kill the 4 Vox soldiers and the fireman inside. There is another Minutemanâs Armory vending machine at the back right of the room. Climb the stairs at the back of the room to enter a large open room. As you reach the top of the stairs youâll see a group of Vox soldiers and a motorized patriot. If you have some salts, possess the patriot and help it murder its friends. After this initial fight a whole bunch of additional enemies are going to enter the room. If we take a quick look around you will see that there is a large open area in front with raised areas on the left and right with stairs leading up from both the back and each side. There are a number of tears we can utilise here to help us out. You can find the tears in the following locations: 1.Tesla coil trap on the right side of the large ground floor area. 2.Tesla coil trap on the left side of the large ground floor area. 3.Box of medical packs between the sets of stairs we used to enter the room. 4.Crank gun at the top of the stairs to the left. 5.Volley gun and ammo on a small balcony along the raised platform on the right. 6.Piece of cover at the top of the right hand stairs at the far end of the room. 7.Piece of cover at the top of the left hand stairs at the far end of the room. Another 20-22 Vox soldiers and 2 firemen will spawn in the area and come to attack you. They will come from both the left and the right and from both sets of stairs at the back end of the room. As such, you should stay near where you enter the room and have Elizabeth switch between phasing in the pair of tesla coil traps to hit enemies when they get close whilst using your vigors and weapons to pick off the other enemies. Once the room is clear, look back to where you entered the area. There is a ticket office to both the left and the right of the stairs. The office on the right contains a safe Elizabeth can unlock (requires 3 lock picks) for some coins and a small store room near it that contains a Voxophone âWhispers Through the wallâ. The left hand office doesnât have much of interest although inside the small store room you will find a lock pick. Loot the rest of the large room (there are plenty of bodies about!). When you are ready, climb the stairs at the back of the room and have Elizabeth unlock the gate here. Inside you will see a pair of tears: 1.A piece of cover in the centre of the floor in front of you. 2.A freight hook on the back wall of the room near the roof. Spawn the cover and kill the sniper on the raised walkway above and his Vox soldier buddy that will jump down to the ground level to attack you. Afterwards you can use the freight hook at the back of the room to jump up to the walkway to find a Minutemanâs Armory vending machine if you require it. Note that the turnstile at the end of this room takes us to the next area, but before we do that there is some looting and an optional task to do! Beneath the raised walkway, there is an open door to the left. Here is a locked door with a sign for âFounders Bookstoreâ, there is also a Veni! Vidi! Vigor! and a Dollar bill vending machine. Have Elizabeth unlock the door to the Founderâs Bookstore (requires 1 lock pick). As you enter look to the right. On a counter beside a teddy bear you will find a Voxophone âA Windowâ. Turn around and look on the central counter for a gift containing a new piece of EQUIPPABLE GEAR. Now go down the stairs at the back of the store. After entering the room, you will hear some enemies saying âcheck the basementâ. Four Vox soldiers will come down the stairs behind you. So finish them off before exploring the basement. In the centre of the area you will find a Voxophone âSallyâ. This Voxophone will also give you an optional objective â Investigate the Bar. Exit the book store and return to the previous room. There are four new Vox soldiers hanging out in here. Kill them all. Now letâs do the optional task. This one will net us a new vigor a little bit early and give us another infusion upgrade to boost those base stats. If you are not interested in doing it, skip down below the optional walkthrough. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Note: If you wish to unlock the âInfused with Greatnessâ achievement/trophy you must complete this optional task. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Optional Mission â Investigate the Bar Reward: Infusion Upgrade, Voxophone, New Vigor - Return to Sender Remember the Salty Oyster bar that we explored earlier? We need to work our way back there. As we go through the large open area where we had the massive gunfight earlier there will be a pair of Vox grenadiers in the area. Feel free to use the pair of tesla coil traps to help you out. Once they are clear, continue down the stairs. Go through the next room, down the hallway and hop over the ledge to the room below. Head into the Salty Oyster and go over to the bar on the left. Look beneath the cash register for a previously non-existent button here. Hit this to open the nearby door. On a table inside you will find a new vigor â Return to Sender, a lock pick kit, an Infusion upgrade and in a metal tub on the left of the room a Voxophone âOne and the Sameâ. ___________________________ New Vigor: Return to Sender\ ___________________________/ The Return to Sender vigor is a more defensive vigor than any other. Hitting the vigor button will create a piece of cover for you in the form of a magnetic shield that will draw bullets nearby to it. Holding the vigor button down creates a shield that Booker will carry around in front of him. This will drain your salts, but you will absorb the bullets. If you are holding it out in front, when the shield turns red, if you let go of the button Booker will throw the red shield and all of its absorbed damage at an enemy that you target. ___________________________ Exit the bar and a group of 4 Vox soldiers will be waiting for you. Get Elizabeth to phase in the friendly auto-turret on the upper platform to help you out before focusing on killing the rest of the enemies. When they are dead, backtrack through the area until you reach the turnstile I mentioned earlier that will exit the area. When you are ready to progress, continue through the turnstile. After going through, turn right and at the end of the room hit the button to call the elevator. After the conversation, run over to the counter furthest from the elevator and inspect the book on the counter for a scene. Once the scene is done, run over and talk to Elizabeth at the elevator call button. Enter the lift and hit the button to travel to the next area. =============================================================================== =============================================================================== Chapter 29: Downtown Emporia [ACT29] =============================================================================== Thoroughfare When the elevator stops, you will find yourself in the thick of the action. In front of you is the Financial District of Emporia and the Vox are attacking in force. Below you is a small platform and across the gap is a large platform with a red roof and around this in front and to the right is a street. There are a pair of skylines circling the entire area from the lower platform, over the central rooftop and back again. On the far side of the area is a balcony overlooking the rest of the zone. There are also a number of tears that we can use. The tears are in the following locations: 1. Barrel of salts on the lower platform below the elevator. 2. Mosquito patrolling around the central area. 3. Oil spill on the central platform beneath the winged statue. 4. Crank gun on the wooden walkway at the bottom of the central platform. 5. Crate of medical kits on the street to the right of the central platform. 6. Water puddle on the street to the right of the central platform. 7. Decoy on the street to the left of the central platform. 8. Crate of medical kits on the street to the right of the central platform. 9. RPG and ammo on the balcony on the far side of the area. 10. Volley Gun and ammo on the balcony on the far side of the area. There are a large number of Vox soldiers and a couple of rocketeers running around and as you kill them additional barges will show up to drop off fresh reinforcements. After a short while a handyman will also show up to attack as well. Use the skylines to keep moving between the different sides of the area in order to avoid the handyman and attempt to kill the other Vox enemies as you go. Once the others are dealt with, get rid of the handyman. After he falls, heâll drop a gift containing a new piece of EQUIPPABLE GEAR. After the fight is over, use the skyrail to access the balcony on the far side of the area from the elevator. Get Elizabeth to unlock the door here (requires 3 lock picks). Inside youâll find a Voxophone âA City Suspendedâ. Drop down to ground level and below the balcony you can find one of each of the vending machines. Minutemanâs Armory has the folowing new weapon upgrades: > Hail Fire Radius Increase $415 > Burstgun Recoil Decrease $822 > RPG Speed Boost $333 > Volley Gun Radius Increase $536 > Volley Gun Damage Boost $522 > Burstgun Damage Boost $423 > Repeater Damage Boost 2 $416 > Hail Fire Damage Boost 2 $688 > Heater Damage Boost 2 $554 > Shotgun Spread Boost $360 > Hand Cannon Recoil Decrease $350 > Volley Gun Clip Increase $740 > Burstgun Ammo Increase $672 > Repeater Clip increase $449 > Heater Spread Boost $467 > Hail Fire Clip Increase $399 Veni! Vidi! Vigor! has the folowing new vigor upgrades: > Shock Duration Aid $575 > Charge Boost $555 > Send for Less $898 > Sender Aid $1287 > Undertow Boost $1143 Once you are ready to go, run on over to the gate marked âHarmony Laneâ. Have Elizabeth unlock it and head inside. Beggarâs Alley As you go through the alley, you can pick up the Return to Sender vigor from a crate on the right if you did not do the previous optional task. For those people hereâs a bit of information on your new found ability. ___________________________ New Vigor: Return to Sender\ ___________________________/ The Return to Sender vigor is a more defensive vigor than any other. Hitting the vigor button will create a piece of cover for you in the form of a magnetic shield that will draw bullets nearby to it. Holding the vigor button down creates a shield that Booker will carry around in front of him. This will drain your salts, but you will absorb the bullets. If you are holding it out in front, when the shield turns red, if you let go of the button Booker will throw the red shield and all of its absorbed damage at an enemy that you target. ___________________________ Behind the crate with the Return to Sender vigor is a stack of crates with some ammo and a lock pick on it. Continue through the open door to the left. In this room there are a Dollar Bill, Veni! Vidi! Vigor! and a Minutemanâs Armory vending machine if you require any of them. To continue, keep going up the stairs until you are back outside. Harmony Lane As you exit, you will see a number of tears in the next area. You will also come under attack from snipers almost immediately. Run up and stand behind the sign in front reading âEmporia towersâ. From here we can activate a couple of tears. 1.Sniper rifle and ammo just to the right of the sign. 2.Frieght hook above and to the right fo the sign. 3.Decoy at ground level on the walkway to the left of the sign. 4.Piece of cover on the balcony directly in front of you. There area total of 4 snipers in the area. One on the balcony directly in front of you, another on the roof above this balcony, the third sniper is on the balcony to the left of the one in front of you and a final sniper is on another balcony on the left side of the street a little further in the distance. Grab the sniper rifle and take out the four snipers from the cover of the sign. Once they are all dead, before heading across the nearby bridge, look aong the wall of the building we just exited to find a door Elizabeth can unlock. Inside you will find a lock pick kit and few other lootables. Another two Vox soldiers will enter the building whilst you are in ther though so be sure to be reafy to defend yourself. Exit and take the path down below the bridge with the decoy for some salts and another lockpick. Return up the stairs and cross the bridge. As soon as you are over, enter the open door on the right. Find the stairs leading downstairs. At the bottom, kill the Vox soldiers ahead of you. When they are dead, go and look where they were sitting. Behind the table on the right you will see a carton on a shelf with a Voxophone âBeyond Redemptionâ in it. Loot the rest of the place and head back out to the street. Across the street you will see another door, this one has a lock on it that Elizabeth can open for you (requires 3 lock picks). Kill the aggressive citizen inside and head upstairs to find a gift containing a new piece of EQUIPPABLE GEAR. Exit to the street and continue along it until you reach a set of stairs. Head on up the stairs until you reach another street at the top. Downtown Emporia At the top look to the right and youâll make out a few Vox soldiers and a fireman running in the opposite direction. There are a few of them and they are heading over to attack a motorized patriot and a group of Founder soldiers at the end of the street. Let them fight it out a little and try to see the patriot destroyed before attacking (unless you want to kill it of course!). Whilst you wait, you will notice a few tears about in this zone too. 1.Friendly auto-turret on the raised walkway straddling the street. 2.Freight hook on the left hand wall of the area. 3.Freight hook on the right hand wall of the area. 4.Piece of cover in the centre of the street towards the far end of the area. 5.Piece of cover on the raised walkway on the left of the street near the far end of the area. Once you are ready to begin, spawn the friendly auto turret to draw enemies and kill them from cover. When the bad guys stop coming, head over to the raised platform on the left and have Elizabeth spawn the cover there. Work your way up to that and eliminate any remaining enemies from here. When itâs all clear, you can go beneath the bridge with the auto-turret to find one of each vending machine if you feel like upgrading or buying some salts/health/ammo. About halfway between the end of the left side of the bridge and the tear for cover on the left hand platform you can find a locked door that Elizabeth is able to unlock (requires 3 lock picks). Inside you will find a new piece of EQUIPPABLE GEAR in a present on the left counter and a Voxophone âThe True Color of my Skinâ on the right. Exit the building and follow the street to the end. Head up the stairs behind the open gate on the left and exit through the door at the top. Z.H. Comstock Victory Square As soon as you enter, look to your right to spot a small alleyway with one of each vending machine if you feel like upgrading or buying some salts/health/ammo. Make your way over to the large building at the top of the stairs on the left. Check out the base of the statue of the woman directly in front to find a Voxophone âPen Palâ. Approach the gate to the main building and interact with it for a scene. Afterwards, turn around and head down the stairs to the left and through the gate signed âMemorial Gardensâ. =============================================================================== =============================================================================== Chapter 30: Memorial Gardens [ACT30] =============================================================================== Memorial Gardens As soon as you are past the gate, look to the left for a telescope. Use this to make sure it counts towards your collectible totals. Follow the street and you will see an open door to the left. Inside you can find a lock pick, more lootable stuff and a safe Elizabeth can open for a tidy sum of cash (requires 3 lock picks). Return to the street and enter the gate to the âMemorial Gardensâ. Follow the path to the right and climb the stairs here. Go through the first crypt and you will reach the graveyard proper. Elizabeth will point out the âOur Ladyâ tomb. As we head over to it, you will see a few tears around and that means fighting is bound to occur. So keep that in mind! When you reach the tomb of interest, turn around to face the courtyard. We will be fighting as soon as we get out, so we should familiarise ourselves with their locations now. Here is where you will find the tears: 1.Shotgun and ammo on the raised walkway opposite the entrance to the âOur Ladyâ tomb. 2.Crate of medical kits in a small tunnel beneath the walkway jutting out into the graveyard opposite the entrance to the tomb. 3.Crank gun on the wall next to the raised walkway to the left. 4.Crate of medical kits in an open tomb to the right. When you are ready to progress, enter the ladyâs tomb and have Elizabeth interact with the lock on the door. Open the door when prompted to do so. After an exchange of words, walk around to the back of the coffin and interact with the lock for a scene. To continue, you need to open the gate back out to the graveyard. Here you will encounter a new enemy â the Siren. _________________ New Enemy: Siren \ _________________/ The siren is one of the tougher enemies you will encounter in the game. They appear as ghosts in appearance and have a number of abilities that make encounters with them difficult. Firstly, they have a shockwave attack if you get too close to her that will force you back and is quite damaging. Secondly, and most annoyingly, sirens have the ability to resurrect dead people, dead people with guns. She wonât just stop at one or two zombies either; she will continue to spawn them until she has a veritable army. Additionally the siren has the ability to perform short range teleportation similar to the crows so she can escape your attacks and spawn enemies elsewhere. When facing the siren, you need to weigh up whether to attack the ghost directly or to kill the enemies she has spawned. When she dies, all of the spawned enemies will die as well, however she usually stays at the back of the battlefield or stays very mobile moving from place to place making shooting her difficult without being shot to pieces by her thralls. A good tactic is to throw Devilâs Kiss or Shock Jockey traps at her whilst she is stationary and reviving enemies as when the enemies hit the floor, they will also activate the trap damaging her and killing or wounding almost all of them in the process. _________________ After destroying the siren, a pair of familiar faces will show up. At some graves to the right of the ladyâs tomb go and chat with them. Once they disappear, go up to the tomb behind them. See the pair of torches on either side of the gate? Hit each of them with a Devilâs Kiss and they will light up. After which the age will open. Inside against the back wall you will find a gift containing a new piece of EQUIPPABLE GEAR. Now go over to the crank gun tear and look near the flames to the left for a lock pick kit. Backtrack to the entrance to the area for another short conversation sequence. This will update our objectives. When the scene is done, exit the Memorial Gardens. You will notice some ghostly footprints. These will lead you where you need to go. When we are back on the street, turn right and follow the crumbling ledge here. Once you are back on the street, turn around to see an open door to a building floating behind us. Jump over to this. Approach the red tear to hear another bout of contemporary music. Also in the room you will find a Voxophone âOut of Thin Airâ and on the ground nearby a lock picking bag. Return to the street and continue along it. Near the end of the street, go down the stairs to your right to enter the Market District. Market District As soon as you reach the base of the stairs, there is a Dollar Bill machine to your left if you need to replenish supplies of ammo/health/salts. Continue along the road to the next left and head down the path here. Below in a square with a fountain in the centre, you will see a group of 6-7 Vox soldiers out in front of a building on the left. Work your way down the path and kill them all. Have Elizabeth unlock the door to the building that they were guarding. Head on inside when able. Laboratory Lutece Enter the door directly in front of you and then go up the stairs to your right. At the top enter the open door to a bedroom. On the left side of this room you will find an Infusion upgrade on a table. On the right side of the room, on the floor between the bed and the left hand bedside table you will find a voxophone âA Theory on Our âDeathââ. Return downstairs and enter the room at the end of the hall. Ignore the tear here for a moment and enter the open door to the right. Here on a table at the back of the room is a Voxophone âon the Entropy of Genesâ. Loot the rest of the area and head back out to the tear. Interact with the tear for a short scene. After the tear disappears, look on the floor below where it had been as it will leave behind a Voxophone âChild of Scienceâ. Now that we are done here, do any final looting you require before heading back out of the house. Market District As you exit, youâll notice an open shop across the square to the right. In here there is a bit of ammo and a lock picking kit behind the counter if you are interested. Exit to the street and look behind the green and white tent for another door. This one Elizabeth can unlock (requires 3 lock picks). Inside find the back room, here there is a gift containing a new piece of EQUIPPABLE GEAR. Exit to the street again and continue down the stairs. There is an open shop here that is on fire. Inside there is one of each vending machine if you feel like upgrading or buying some salts/health/ammo. There is a lock pick on the wall to the right of the Minutemanâs Armory vending machine. When ready exit the shop and continue down the next few sets of stairs. You will reach another street. Follow this to the left and as you reach the corner a firemen will appear. Once you have dealt with him turn around and look for a sigh saying âWilson Bros. & Companyâ. This building has a door we can unlock (requires 3 lock picks). There is an Infusion Upgrade inside. Return to where the fireman we just killed came from and follow this path. When you reach the bottom of the stairs, enter the door to the right marked âHudsonâsâ. Behind the bookshelf at the top of the stairs is a lock pick. Downstairs you will find a lock pick bag and a safe we can open (requires 3 lock picks) for some money. In the small side-room near the safe, there is also a code book on a shelf that we can grab that will start an optional task. Return back to the main street. Follow the path to the end until you reach a locked gate. Have Elizabeth open it for you. Once you go through, weâll be back in the Thoroughfare again. Thoroughfare After going through the gate, turn right and follow the walkway. See the white set of stairs nearby? Thatâs the entrance to the bank and our next destination. Have Elizabeth activate the auto-turret and plant a vigor trap or two on the stairs as well. As we set up the stairs to the bank, a pair of crows will emerge from the door at the top. An additional 8-10 Vox soldiers will pour out after them. Once they are all dead a fireman will show up, so use the skylines and tears as you deem appropriate to sort him out. When all the bad guys are dead, climb the stairs and enter the door at the top. The Bank of the Prophet As you enter, grab the lock pick sitting on the pillar at the back right and follow the path to the left. In the next room are three Kinetoscopes against the far wall (âA Look Back at Opening Day!â, âThe Prophet Stands up to foes: Within and Without!â and âWe Secede From the So-called Unionâ) and they are all repeats so as long as you have been following the guide, you will have picked these ones up previously. Even so, feel free to use them again just to ensure that you have them. When ready, enter the nearby elevator and hit the button to ride it down to the next area. The Bank of the Prophet Main Hall As you exit the lift, turn left to see a Dollar Bill vending machine. Use it if you wish. The main hall here is occupied by 12 Vox soldiers and we will need to kill them all. Deal with them as you wish. Once the hall is clear, you will note that there are two teller areas on the lower level on either side of the room with a good deal of loot in each. Of particular note is that the room on the left has a safe inside that can be opened by Elizabeth (requires 1 lock pick) for a nice sum of money. The right hand room has a lock pick on a table. Go up to the vault at the back of the room. Enter the door to the left. Follow the path here and on the second desk on the left you will find a lock pick kit. Continue along the hallway here until you reach a corner. There will be a door in front so head on in here. On the ground on the right hand side of the room is a gift containing a new piece of EQUIPPABLE GEAR. Exit this room via the other door and follow this corridor until you enter the small office room at the end. Look on the desk here for a lock picking kit and another Vox code. This will start an optional task. Lets do it now. Optional Task â Find the Vox Code Reward: Infusion upgrade, Voxophone Remember when I told you to go and check out the shop with the âHudsonâsâ sign on it a little while ago? If you picked it up as I told you to earlier, you are good to go. If you didnât pick it up earlier, you will need to backtrack out of the bank to the thoroughfare area, turn to the left and follow the pathway here until you reached the unlocked gate we previously came through from the Market District. Climb the stairs and in front of you at the end of this passage you will find the âHudsonâsâ shop. In the basement of this building, in the small side-room near the safe the code book is sitting on a shelf to the left of the sink. Now head back to the bank and to the code room once again! Once you have the code book, head around behind the desk and after Elizabeth tells you what to do, interact with the type writer. This will unlock a secret room nearby that contains an Infusion Upgrade, a lock pick bag and a Voxophone âThe Imagination of Godâ. There is also a few gold bars and coins lying around near the safe. Now that we are all looted out, itâs time to get back to business, return to the main hall with the vault door. This time around we want to take the right exit. Follow the hallway until you reach the room at the end. Go through the left hand door. Kill the 4-5 Vox soldiers in here and the sniper through the doorway at the end of the hall. Loot the room (thereâs a fair bit of loot to be had!). Head through the room with the sniper and enter the left hand door. At the end of this hallway you will see an opening to the left. Ignore this for now and continue past it to the dead end. Here you will find a corpse next to a twisted metal grill on a door. Behind him you will find a gift containing a new piece of EQUIPPABLE GEAR. Go back and enter the opening we ignored a second ago. You will see another tear in the centre of the room in front of you. Ignore this for now and enter the room to the left. There is a safe in here Elizabeth can unlock (requires 3 lock picks) for some additional money and behind this is a Voxophone âNo Longerâ. Return to the tear and as you approach, the crow that we have been seeing around will attack you. Kill him off and then head over to the tear again and interact with it. After the tear disappears, look on the floor below where it had been as it will leave behind a Voxophone âA Broken Circleâ. After grabbing that, run around behind the statue in the middle of the room and approach the vault door. It will open for you. As soon as the door is open you will see a siren resurrecting some enemies. Feel free to use the cover provided by the pillars on the lower level and the pair of offices on either side as well. The siren will hang out mostly in the middle, but will also spend a bit of time on the upper levels as well. Just remember to throw traps at her whilst she is reviving to make her and her thralls a little easier to handle. When she is dead, return to the far end of the room and take the elevator back up. Backtrack out of the bank and exit to the thoroughfare. Follow the path around to the right and enter the gate to Harmony Lane. Harmony Lane Continue through the street where we fought the snipers earlier and climb the stairs at the far end. At the top you will see a lock appear on the door directly across the street (âColumbiaâs finest Photographyâ is written on the window). Have Elizabeth pick the lock and go on inside. Interact with the tear in here for a scene. After the tear disappears, look on the table behind where it had been as it will leave behind a Voxophone âThe Customer is Lateâ. Loot the rest of the shop and when you are ready to get going, exit and turn left. Follow the road towards the large winged statue in the distance. This place was a little tricky earlier, but this time around it is much more sparsely populated. There is a pair of Vox rocketeers and a regular Vox soldier to deal with. Kill them and proceed up the stairs on the left at the end. Z.H. Comstock Victory Square We are back at the gate to Comstock house again. Note that this time around there is a tear for a sniper rifle and some ammo over on the right side of the area below a raised platform. Approach the female statue in front of the building and a conversation with Elizabeth will play out. Once the conversation is done, a siren will appear and resurrect a bunch of enemies on the steps here. Remember to hit her with traps when she pauses to resurrect so that she and her underlings will take damage. Other than that, do your usual siren tactics to take her down. Note that there is plenty of cover available and if you are the standoffish type the tear with the sniper rifle will give you the option to take her down from afar. Once the siren has been defeated, return up to the statue and another scene will play out. After the scene, enter the now opened gate and through the door inside. =============================================================================== =============================================================================== =============================================================================== ACT 7: Comstock House =============================================================================== =============================================================================== =============================================================================== Chapter 31: Comstock House [ACT31] =============================================================================== Coming soon! =============================================================================== =============================================================================== Chapter 32: The Atrium [ACT32] =============================================================================== Coming soon! =============================================================================== =============================================================================== Chapter 33: Wardenâs Office [ACT33] =============================================================================== Coming soon! =============================================================================== =============================================================================== Chapter 34: The Operating Theatre [ACT34] =============================================================================== Coming soon! =============================================================================== =============================================================================== =============================================================================== ACT 8: The Hand of the Prophet =============================================================================== =============================================================================== =============================================================================== Chapter 35: The Hand of the Prophet [ACT35] =============================================================================== Coming soon! =============================================================================== =============================================================================== Chapter 36: Hangar Deck [ACT36] =============================================================================== Coming soon! =============================================================================== =============================================================================== Chapter 37: Engineering Deck [ACT37] =============================================================================== Coming soon! =============================================================================== =============================================================================== Chapter 38: Command Deck [ACT38] =============================================================================== Coming soon! =============================================================================== =============================================================================== Chapter 39: Sea of Doors [ACT39] =============================================================================== Coming soon! =============================================================================== =============================================================================== =============================================================================== ------------------------------------------------------------------------------- ****************************** ***************************** *** ENEMIES *** [ENMYS] *************************** ************************** Coming soon! =============================================================================== =============================================================================== =============================================================================== ------------------------------------------------------------------------------- ************************************** ************************************* *** COLLECTIBLE LOCATIONS GUIDE *** [CLTBL] *********************************** ********************************** Coming soon! =============================================================================== =============================================================================== =============================================================================== ------------------------------------------------------------------------------- *************************************** ************************************** *** ACHIEVEMENTS/TROPHIES GUIDE *** [ACHMT] ************************************ *********************************** Coming soon! =============================================================================== =============================================================================== =============================================================================== ------------------------------------------------------------------------------- *************************** ************************** *** Contact *** [CNTCT] ************************ *********************** If you feel the need to contact me you can reach me at: sokkus[at]hotmail[dot]com. Please include "Dead Space 3" in the subject line. Alternatively, you can check out my facebook page and ask a question and I'll try to get back to you as soon as I can: https://www.facebook.com/pages/Sokkus/356910437737253 =============================================================================== =============================================================================== =============================================================================== ------------------------------------------------------------------------------- ***************************** **************************** *** About Me *** [INTRD] ************************** ************************* =============================================================================== Me =============================================================================== Im 28, Australian and live with my lovely wife. I have been thrice named as the world sexiest hugging machine. I work full time and study at University full time as well. I write game guides as a hobby in what little spare time I have and have thouroughly enjoyed writing each and every one. Please head over to the website I write for - www.consoledomination.com to check out some of my guides, previews and reviews. If you enjoyed using this guide, or it has helped you along and you are on GameFAQs, Please hit the recommend button at the top of the page! Please feel free to send me an email with any suggestions or corrections and check out some of my other guides: Complete FAQ/Walkthroughs: - Assassin's Creed III FAQ/Walkthrough - Bioshock Infinite FAQ/Walkthrough - Call of Duty: Black Ops 2 FAQ/Walkthrough - Call of Duty: Modern Warfare 2 FAQ/Walkthrough - Call of Duty: World at War FAQ/Walkthrough - Darksiders FAQ/Walkthrough - Darksiders 2 FAQ/Walkthrough - Dead Space 2 FAQ/Walkthrough - Dead Space 3 FAQ/Walkthrough - Deadlight FAQ/Walkthrough - Dishonored FAQ/Walkthrough - Farcry 3 FAQ/Walkthrough - Fable 2 FAQ/Walkthrough - Gears of War 2 FAQ/Walkthrough - Halo 3: ODST FAQ/Walkthrough - Halo 4 FAQ/Walkthrough - Homefront FAQ/Walkthrough - LIMBO FAQ/Walkthrough - Mass Effect 2 FAQ/Walkthrough - Medal of Honor: Warfighter FAQ/Walkthrough - Resident Evil 5 FAQ/Walkthrough - Star Wars: The Force Unleashed FAQ/Walkthrough DLC content and other guides: - Assassin's Creed III: The Tyranny of King Washington (DLC) FAQ/Walkthrough - Darksiders 2 - Abyssal Forge (DLC) FAQ/Walkthrough - Darksiders 2 - Argul's Tomb (DLC) FAQ/Walkthrough - Darksiders 2 - The Demon Lord Belial (DLC) FAQ/Walkthrough - Dead Space 2 - Severed (DLC) FAQ/Walkthrough - Halo: Combat Evolved Anniversary Edition Skull Guide - Halo 2 Skull Guide - Halo 3 Skull Guide or as mentioned before, check out more of my guides and reviews at: www.consoledomination.com Thanks for reading! Enjoy! =============================================================================== Donations =============================================================================== After a few generous emails and suggestions from readers and because donations seems to be a growing trend among other contemporary guide writers, I have decided to put in the option to allow you to donate some money to me for helping you out if you wish to do so. Although I make these guides for free in my spare time, I probably donât need to point out to gamers that purchasing games is an extremely expensive hobby (games in Australia cost on average $90 - $120) and writing guides for them can be a very long, incredibly difficult and thankless task at the best of times, but one that is very challenging and occasionally rewarding. Considering you could be paying upwards of $20+ for guides in a game shop,these free and easily available guides make a cost-effective substitute. Whilst most are happy to use and move on without a word I would move that a simple donation is a great, easy way to say thanks if you feel that my guide has saved you some time, money and frustration in some small way. By no means feel obligated to donate just for viewing my guide, but if you are feeling a little generous I certainly wonât object! Any amount is appreciated whether it be 10 cents or $10. Thankyou far all that read this far, if you are interested in donating, my Paypal address is listed below, if not, don't forget to hit that recommend button at the top of the page to help me out! Paypal ID; sokkus[at]hotmail[dot]com =============================================================================== Console Domination =============================================================================== Console Domination is an Australian videogaming website founded and staffed by true-blue Aussie gamers united in the love of gaming. The site is all about games, games and more games with a specific focus on current generation consoles. Console Domination previews upcoming titles, reviews the latest releases and produce a fortnightly podcast to keep you entertained. We also stay up to date with the latest trailers and provide daily updates on industry news to keep you in the know. We are not paid professionals, just ordinary gamers dropping our hard earned cash on the latest titles to provide honest, unadulterated content that tells it as it is. Check out the site here: http://www.consoledomination.com/ Check out our Youtube Channel here: http://www.youtube.com/user/ConsoleDomination?feature=mhee =============================================================================== =============================================================================== =============================================================================== ------------------------------------------------------------------------------- *************************** ************************** *** SPECIAL THANKS *** [THNKS] ************************ *********************** I would like to thank the following people/entities: - GameFAQs for always being there when I needed help and for accepting my FAQ. - Irrational Games for another awesome game. - My fiancee Kumiko, who has been incredibly patient and understanding. - And everybody who has taken the time to read my FAQs so far. =============================================================================== =============================================================================== =============================================================================== ------------------------------------------------------------------------------- *************************** ************************** *** VERSION HISTORY *** [VERHI] ************************ *********************** Date submitted: 19/2/2013 Version: 1.0 Guide currently contains: > walkthroughs for missions 1-19 > Walkthroughs for optional Missions 1-7 > Complete Achievement/trophy guide > Enemy List and strategies guide > Hints and tips section. =============================================================================== Date submitted: 17/2/2013 Version: 0.9 Guide currently contains: > walkthroughs for missions 1-19 > Walkthroughs for optional Missions 1-7 > Achievement/trophy list > Enemy List and strategies guide =============================================================================== Date submitted: 15/2/2013 Version: 0.5 Guide currently contains: > walkthroughs for missions 1-9 > Walkthroughs for optional Missions 1-3 > Achievement/trophy list =============================================================================== This guide has been written by Paul Williams aka Sokkus. This document may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other website or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. If you wish to use my guide on another website, please ask me for permission first. Sites allowed to use my guide - GameFAQs.com - ConsoleDomination.com ===============================================================================