BioShock Infinite

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"FAQ/Walkthrough" Guide for BioShock Infinite

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______________________________Bioshock Infinite________________________________
_______________________________FAQ/WALKTHROUGH_________________________________
_____________________________________________________________________By Sokkus_
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Guide stats:    
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Time taken to write : 40+ hours
Word Count to date  : 30,000+
 
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Introduction
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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



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Donations
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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 don’t 
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 won’t 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



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*** TABLE OF CONTENTS ***
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>> 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!
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   _______________________________________________
  / 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: Soldier’s 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: Beggar’s 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: Warden’s 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]
    |                                                                |
    [________________________________________________________________]




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***   HINTS & TIPS    ***                                               [HNTTP]
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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.


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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.
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Coming Soon!


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***     WALKTHROUGH   ***                                               [WLKTH]
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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!



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Prologue: Lighthouse                                                    [ACT00]

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Collectibles: |         ]
--------------          ]    >>>>>>>>>>>>>>>>>>> Lighthouse <<<<<<<<<<<<<<<<<<<
Voxophones............0 ]  
Kinetoscopes..........0 ]    We’ll 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
game’s 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
you’ll 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 ‘Written in the
      Clouds’.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~




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                     ACT 1: Comstock Centre & Monument Tower
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Chapter 01: Welcome Centre                                              [ACT01]

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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 (it’s
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 ‘Love the
Sinner’.  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 you’ll 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 “Hudson’s” to dock. When it does cross over and head
inside. Walk up and check out the first Kinetoscope (Father Comstock’s Gift of
Prophecy) on the left side of the counter. Behind the counter you’ll also find
another Voxophone ‘Undeserving’.

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
you’ll 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 ‘Everyman, All at Once’.  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 – 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 – You’ll see this one as soon as you enter the
       fairgrounds. You’ll be given a Devil’s Kiss vigour (something to look
       forward to later) and you’ll need to shoot the devil with it whilst
       avoiding the woman in the foreground.
    2. Bring Down the Skyline Vox – 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 – 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 ‘Free Sample’ sign under the tent to
the left of the locked gate for a scene. Afterwards you will have your first
Vigor – 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 – there is
one just on your left, or by picking up blue vials in the environment – 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 you’ll 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 ‘For I am Lonely Too’ for this
chapter.

Continue up the road and through the large archway in front for another scene.
Continue into the next area.



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Chapter 02: Raffle Square                                               [ACT02]

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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 enemy’s 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 ‘Solution to Your Problems’.
To the right of the cages you’ll find a new type of vending machine – 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 don’t 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 you’ll encounter a new type of enemy – 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 Devil’s 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
– Devil’s Kiss.

_______________________
New Vigor: Devil’s Kiss\
_______________________/
   As with all of the vigors in Bioshock Infinite, Devil’s 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. 

   Devil’s 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 Devil’s 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 ‘Blue Ribbon Restaurant’
to complete the chapter.


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Chapter 03: Comstock Centre Rooftops                                    [ACT03]

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The Blue Ribbon

As soon as you enter the Blue Ribbon, you will see three Kinetoscopes (‘A Look
Back at Opening Day’, ‘The Prophet Stands up to Foes: Within and Without!’ and
‘We Secede from the So-called Union’) 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 ‘Half a Jew’ 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 – 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 ‘Skyline Strike’
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 you’ll encounter another group of 4-5 new enemies –
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 ‘Otis’
Nimble Fingers’.  Loot the rest of the room and note the big blue chest –
opening that is an optional task and we’ll 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 Devil’s 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 ‘Danger on all Sides!’.  From here, go down the nearby
stairs and climb up on the stage in the grassy area to find a Voxophone ‘A New
Hunt’. 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 ‘The Gift of the Emancipator’ 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 Devil’s 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 ‘The Lie of the Emancipator’. 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 ‘Infused with Greatness’ achievement/trophy you
      must complete this optional task.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     Optional Mission – 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 ‘Protecting Our Race’ seal on
the wall for a Voxophone ‘Symbols of Our Lady’. 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 – 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 Devil’s 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. You’ll probably need to repeat the process a few times, but it’s
   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 Devil’s 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, you’ll 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 you’ll
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
it’s 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, you’ll 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
‘Uncanny Mystery in Columbia’. 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: 

   > Crow’s Trap Aid $1485
   > Devil’s 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 it’s 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 isn’t going anywhere, we finally get
to use those skylines. Target the skyline to the left with your reticule you’ll
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 ‘Another Ark for Another Time’ 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 won’t 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 ‘Tiger by the Tail’. 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 ‘To R.Thompson Re: Fuses’ 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 ‘A Reward Deferred’. 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 ‘The Source of her Power’ 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 you’ll 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 ‘Born in the
River’.

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 ‘Battleship Bay’. 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 you’ll 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, you’ll 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 we’ve seen a couple of times previously. Walk up and interact with
Elizabeth for a scene. During the scene make a choice (it doesn’t really
matter, from what I can tell it’s just an aesthetic decision). Shortly after
the scene, you’ll 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 ‘Heaven’.  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 ‘Solving the Irish Problem’. Do a 180 degree turn and enter
the male bathroom. On a table next to a row of sinks there is a Voxophone ‘A
Dog’s Loyalty’. 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 ‘Take Her Alive’. 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
‘The Golden Path to Heaven’ 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 Soldier’s 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: Soldier’s Field                                             [ACT07]

===============================================================================

                            
Soldier’s 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 – Minute Man’s 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 ‘A City in the Sky?
Impossible!’. 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, you’ll 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 – at this point I wouldn’t bother as lock
picks are quite hard to come by) and an open locker with a Voxophone ‘A Place
in the World’. You’ll also find a new weapon – 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 Soldier’s
Field. 


Soldier’s 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 ‘Soldier’s Field’ sign, take a left. There is a small
observation deck to the left before the ice cream shop that has a Kinetoscope
‘Mighty Songbird Patrols the Skies’ on it. Enter the aforementioned Ice Cream
shop to find a Voxophone ‘I am his Mirror’.  Exit the shop and turn right. See
the building with the ‘Patriot’s Pride Confections’ sign on it? Head over to
left of this building to find the Founder’s Bookstore.  At the back of the
room there is a Voxophone ‘Viewing the Infinite’ 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 ‘Gondola
to the first lady Aerodrome’. 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 ‘Employees Only’. 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 ‘Never Seen the Face’ 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 – 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 vigor’s 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 Devil’s 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
‘Who are the Vox Populi?’ 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 Minuteman’s 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 ‘A True Soldier’. 

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 ‘Vox Contraband inventory’ 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 – Find the Cipher.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: If you wish to unlock the ‘Infused with Greatness’ 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 – 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 ‘Their Sun is Setting’. 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 didn’t 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 ‘A Final Stand’ 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 ‘Who Needs the Power’.

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 you’ll find a Veni!
Vidi! Vigor! vending machine and to the left a Minuteman’s Armory vending
machine. Enter the door to the right of the Minuteman’s Armory machine and
you’ll find a Voxophone ‘Comrades of Necessity’ 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. 

You’ll find a pair of a new brand of enemy waiting for you – Slate’s veterans.

____________________________
New Enemy: Slate’s Veterans \
____________________________/
   Slate’s 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 you’ll find a giant statue in the centre and no
way out…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 – 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 Minuteman’s Armory vending machine. Let’s 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 ‘Employees only’. 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 it’s 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
‘Employees only’. Kill the veteran lurking inside and then check out the desk
at the back of the room. Here you’ll 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, it’s 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 you’ll find a
Voxophone ‘Unconditional’ 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. 

You’ll 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 Devil’s 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 Minuteman’s 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
‘The Lamb is the Future of the City’ and Kinetoscope ‘Behold the Miracle
Child! A Prophecy is Fulfilled!’ 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 – 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 – 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 patriot’s 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 Devil’s 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 (Devil’s 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 ‘A City Mourns…’ 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 you’ll 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

You’ll 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 ‘A Soldier’s Death’ on it. In the tool box behind this, you can also
locate an Infusion Upgrade – 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 Lady’s 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 we’ll encounter a new type of enemy – 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
Devil’s 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. 


Soldier’s 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
‘Hotel Soldier’s Field’ 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 ‘Calling You Out’. 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, we’ll 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 ‘Patriot’s Pride
       Confections’ 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 won’t 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 (it’s 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 Lady’s 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 ‘A City Mourns…’ 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 Minuteman’s 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]

===============================================================================

                            

Beggar’s Wharf

When you regain control, you will be in a new area. Look to the left to find
the building with ‘Delivery centre’ 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 ‘God’s Blueprint’. 

You will also find a Veni! Vidi! Vigor! vending machine on the back wall. This
has two new upgrades available for purchase:

   > Devil’s 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 ‘Employees 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: Beggar’s Wharf                                              [ACT13]

===============================================================================

                            
Beggar’s 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 there’s 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 ‘Shame of my Service’. 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 Minuteman’s 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 ‘The path of the Vox Populi…’.
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 ‘A Product Like Any Other’. There is also a lock pick jammed into
one of the desk’s 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 – 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. It’s 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 ‘employees only’. 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 Minuteman’s 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 
‘Seed of a Lie’. 

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 – 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 Minuteman’s 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 you’ll
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 can’t 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, you’ll 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 ‘We’ve Need of a Shepherd’.  Enter the door behind the
counter to the left.


Chen-Lin’s 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 “someone
being downstairs”. 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 – 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 handyman’s 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 let’s 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. That’s 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 ‘The Invisible
Color’ 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 you’ll find a
Kinetoscope ‘Crime Comes to Shanty-Town…’ and next to it a Minuteman’s 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, you’ll be introduced to a new type of enemy –
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 ‘The First Lady’. 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 ‘Changing My
Tune’. 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 ‘His Design for Cruelty’ 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 you’ll 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 Minuteman’s 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 ‘Gun-smith Set Free’. 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, you’ll 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 – 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, it’s time to
complete the optional mission I mentioned earlier. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: If you wish to unlock the ‘Infused with Greatness’ 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 – 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 didn’t 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) – if 
     you have followed the guide so far you will have already done this.  
     Inside the door you’ll 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 ‘A Truer Allegiance’, a lock smith bag (3 lock picks)
     and a volley gun.  You will also have completed the optional task!


Head over to the gun smith’s shop and go inside. 



===============================================================================
===============================================================================

Chapter 19: The Gunsmith Shop                                           [ACT19]

===============================================================================

                            
Chen-Lin’s 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, he’ll tell you to “go downstairs”.
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 ‘Shantytown’ 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
Minuteman’s 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 can’t 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
‘The Graveyard Shift’. 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, you’ll find one of each of the three types of vending machines:
Veni! Vidi! Vigor!, Minuteman’s 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 Minuteman’s 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 ‘Fanning a
Flame’.  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. I’d recommend grabbing the
sniper rifle from nearby if you haven’t 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 ‘Trapped’. 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 – Repeater, a lock pick and some other goodies. There is
also a Kinetoscope ‘Fitzroy Spotted!’ 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. That’s right, there’s
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 you’ll find a
lock pick on the floor as you enter and a Voxophone ‘That Goddamn Key’ 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 ‘Infused with Greatness’ achievement/trophy you
      must complete this optional task.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     Optional Mission – 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 didn’t 
     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 – 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 ‘Terminated’. 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 ‘Kindling’ 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 ‘That Eternal Shore’.  Now go on into the
Graveyard Shift Bar on the left hand side of the bar inside is a new voxophone
‘Drawing Dead’.

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 – 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 we’ll 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 ‘All Debts Paid’. 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.
It’s 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 can’t see it from here but at the base of the right hand
side of the gate is an oil slick we can use Devil’s 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 I’d 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.  You’ll 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 – 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,
you’ll find one of each of the three types of vending machines: Veni! Vidi!
Vigor!, Minuteman’s 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 Minuteman’s
Armory and Veni! Vidi! Vigor! machines.

Minuteman’s 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 ‘A Child Needs a Protector’. Look at the body in front of
the door. From this you should be able to find a new vigor – 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 – 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 ‘Apology’. 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 ‘Port
Prosperity Station’ sign on the roof. That’s 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 Minuteman’s 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 Minuteman’s 
     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 – 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 – 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 Devil’s
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 – 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 Minuteman’s 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 ‘Coming for Comstock’ 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 ‘The Salty Oyster’ 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 Minuteman’s
Armory vending machine and between the two bathrooms you will find a
Kinetoscope ‘Lutece’s Brother Arrives in Columbia!’.  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 Minuteman’s 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 you’ll 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 ‘Whispers
Through the wall’. The left hand office doesn’t 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 Minuteman’s 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 ‘Founders Bookstore’, there is also a Veni! Vidi! Vigor! and a
Dollar bill vending machine.

Have Elizabeth unlock the door to the Founder’s Bookstore (requires 1 lock
pick). As you enter look to the right. On a counter beside a teddy bear you
will find a Voxophone ‘A Window’.  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 “check the
basement”. 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 ‘Sally’. This Voxophone will also give you an optional
objective – 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 let’s 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 ‘Infused with Greatness’ achievement/trophy
      you must complete this optional task.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

     Optional Mission – 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 – Return to Sender, a lock pick kit, an Infusion upgrade and in a 
     metal tub on the left of the room a Voxophone ‘One and the Same’.
   
     ___________________________
     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, he’ll 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 you’ll find a Voxophone ‘A City Suspended’. Drop down to
ground level and below the balcony you can find one of each of the vending
machines.

Minuteman’s 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 ‘Harmony Lane’.  Have
Elizabeth unlock it and head inside.


Beggar’s 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 here’s 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 Minuteman’s 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 ‘Emporia towers’. 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 ‘Beyond Redemption’ 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 you’ll 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 it’s 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 ‘The True
Color of my Skin’ 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 ‘Pen Pal’. 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 ‘Memorial Gardens’.



===============================================================================
===============================================================================

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 ‘Memorial Gardens’.

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
‘Our Lady’ 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 ‘Our
     Lady’ 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 lady’s 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 – 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 won’t 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 Devil’s 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 lady’s 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 Devil’s 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
‘Out of Thin Air’ 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 ‘A Theory on Our “Death”’. 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 ‘on the Entropy of Genes’.
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 ‘Child
of Science’. Now that we are done here, do any final looting you require
before heading back out of the house.


Market District

As you exit, you’ll 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 Minuteman’s 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 ‘Wilson Bros. & Company’. 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
‘Hudson’s’. 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, we’ll 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? That’s 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 (‘A Look Back at Opening Day!’, ‘The Prophet Stands up to foes:
Within and Without!’ and ‘We Secede From the So-called Union’) 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 – Find the Vox Code

     Reward: Infusion upgrade, Voxophone

     Remember when I told you to go and check out the shop with the ‘Hudson’s’ 
     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 didn’t 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 ‘Hudson’s’ 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 ‘The Imagination of God’. There is also a few 
     gold bars and coins lying around near the safe.


Now that we are all looted out, it’s 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 (there’s 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 ‘No Longer’.

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 ‘A Broken Circle’. 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 (‘Columbia’s finest Photography’ 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 ‘The
Customer is Late’. 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. 





===============================================================================
===============================================================================
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                             ACT 7: Comstock House
===============================================================================
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Chapter 31: Comstock House                                              [ACT31]

===============================================================================

Coming soon!                             
                          

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Chapter 32: The Atrium                                                  [ACT32]

===============================================================================
  
Coming soon! 


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===============================================================================

Chapter 33: Warden’s Office                                             [ACT33]

===============================================================================

Coming soon!                              
                          

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Chapter 34: The Operating Theatre                                       [ACT34]

===============================================================================

Coming soon!                          
                          




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                        ACT 8: The Hand of the Prophet
===============================================================================
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Chapter 35: The Hand of the Prophet                                     [ACT35]

===============================================================================

Coming soon!                             

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Chapter 36: Hangar Deck                                                 [ACT36]

===============================================================================

                            
Coming soon!                           

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Chapter 37: Engineering Deck                                            [ACT37]

===============================================================================

Coming soon!                              
                          

===============================================================================
===============================================================================

Chapter 38: Command Deck                                                [ACT38]

===============================================================================

Coming soon!                               
                          

===============================================================================
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Chapter 39: Sea of Doors                                                [ACT39]

===============================================================================

Coming soon!                                
                          




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***       ENEMIES        ***                                            [ENMYS]
***************************
**************************

Coming soon!


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***  COLLECTIBLE LOCATIONS GUIDE ***                                    [CLTBL]
***********************************
**********************************

Coming soon!






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***  ACHIEVEMENTS/TROPHIES GUIDE  ***                                   [ACHMT]
************************************
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Coming soon!


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***      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




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***      About Me       ***                                             [INTRD]
**************************
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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
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===============================================================================
Donations
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After a few generous emails and suggestions from readers and because donations
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Thankyou far all that read this far, if you are interested in donating, my
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===============================================================================
Console Domination
===============================================================================

Console Domination is an Australian videogaming website founded and staffed 
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***  SPECIAL THANKS   ***                                               [THNKS]
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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.




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***  VERSION HISTORY  ***                                               [VERHI]
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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.

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first.

Sites allowed to use my guide - GameFAQs.com
                              - ConsoleDomination.com





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