BioShock Infinite FAQ/Walkthrough v0.6
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BioShock Infinite FAQ/Walkthrough

by Andrew Testa   Updated to v0.6 on
This walkthrough was originally written for BioShock Infinite on the XBOX360, but the walkthrough is still applicable to the PS3 version of the game.
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  | |_) |  | | /  .-.  \| (___ \_|  | |__| | /  .-.  \/ .'   \_|  | |_/ /
  |  __'.  | | | |   | | _.____`.   |  __  | | |   | || |         |  __'.
 _| |__) |_| |_\  `-'  /| \____) | _| |  | |_\  `-'  /\ `.___.'\ _| |  \ \_
|_______/|_____|`.___.'  \______.'|____||____|`.___.'  `.____ .'|____||____|

                     Bioshock Infinite FAQ/Walkthrough
                           Version 0.6 (4/11/13)
                          Written by Andrew Testa
                  Email Address:
    This document is Copyright (c) 2013 Andrew Testa. All Rights Reserved.

   < -------  T  A  B  L  E    O  F    C  O  N  T  E  N  T  S  ------- >

       1. What's New?
       2. Walkthrough
            2.1 - The Lighthouse
            2.2 - Welcome Center
            2.3 - Raffle Square
            2.4 - Comstock Center Rooftops
            2.5 - Monument Island Gateway
            2.6 - Monument Tower
            2.7 - Battlefield Bay
            2.8 - Soldier's Field
            2.9 - The Hall of Heroes
            2.10 - Inside the Hall of Heroes
            2.11 - Hall of Heroes Gift Shop
            2.12 - Return to Hall of Heroes Plaza
            2.13 - Finkton Docks
            2.14 - Beggar's Wharf
            2.15 - Fort Franklin Pier
            2.16 - Work Induction Center
            2.17 - The Plaza of Zeal (I)
            2.18 - The Good Time Club
            2.19 - The Plaza of Zeal (II)
            2.20 - The Gunsmith's Shop
            2.21 - Shantytown
            2.22 - The Bull House Impound
            2.23 - The Bull Yard
            2.24 - Finkton Proper
            2.25 - On to the Factory
            2.26 - The Factory Courtyard
            2.27 - The Factory
            2.28 - Emporia
       3. Credits
       4. Contact Information
       5. Legal Disclaimer


                               1. What's New?


Version 0.6 (04/11/13): Walkthrough up to Emporia.


                               2. Walkthrough


Some tips

 * Loot every container that you come across. These containers often have 
   money and ammo in them. There are several types - barrels, desks, boxes, 
   trashcans, everything, loot it all!
 * Interact with everything: read posters, turn on/off radios, run up to 
   people to hear them speak, turn on sinks, etc. If anything, do it just for
   the fun of it.
 * Swap to the weapon that you have ammo for, even if it means giving up a 
   particular weapon. You will most likely encounter the weapon again, and 
   some weapons (Sniper Rifle, RPG) are very situational and not very 
   effective for normal killing, unlike in other games.
 * Do your best to conserve your Salt for strategic or sticky situations, 
   such as clusters of enemies lumped together or boss fights.
 * The trap mechanism on some of the Vigors is a godsend in a close-corridor 
   area with several enemies charging at you. Just through a trap on the 
   floor and watch them burn/zap/what have you.
 * Some Vigors are better than others, but they are all useful in certain 
   situations. Specifically, Shock Jockey is perhaps the best Vigor in the 
   game, given its ability to zap/stun enemies, and it almost completely 
   outclasses Murder of Crows, but Murder of Crows can be used for opponents
   that are immune to Shock Jockey, and it's also cool to see its effects, 
   too. :)
 * Use your money on weapon upgrades for weapons that you'll actually use. 
   Most of the situational weapons do not need to be upgraded unless you have
   money burning a hole in your pocket.
 * Reload while in cover. This should go without saying.
 * You can also use "running backwards" as cover. It's cowardly, but it's 
   also very effective.
 * Stock up on ammo at vendors only when you've checked the area for free 
   ammo. The same applies for Salt. Health is a different story, however, and
   should be replenished whenever possible, even if it means spending some 
   cash at a vendor.
 * You should have a simple order of operations concerning the killing order 
   of enemies. Obviously, the more dangerous enemies first, such as Snipers, 
   Firemen, Crow men, and other special enemies. Also, though, a charging 
   enemy should be taken out first, as well as enemies that are just plain 
   close to you.
 * For the special enemies, you should use Vigors to make the fight easier. 
   The special enemies have obvious weaknesses: Firemen are weak to Undertow,
   machines to Shock Jockey, and so on and so forth.
 * Abuse Undertow when you are near the edge of areas. A simple shove with 
   Undertow completely eliminates the enemy. Note, though, that big enemies 
   like the Handyman can't be pushed with Undertow.
 * Try to wear gear that goes together. Clothes that affect the sky-line 
   should all be on when you're riding around the sky-line, and you should 
   have melee clothes on if you intend to bash your way through the game.
 * The Shield upgrade is perhaps the best bet because the shield regenerates 
   on its own without needing to find/buy anything. With that said, you don't
   want a tiny health pool or Salt for just one Vigor and all three upgrades 
   obviously have their own perks. All in all, though, the Shield upgrade is 
   the best bet for sheer survivability and you should opt for it if you 
   don't know what you want to upgrade.


For the sake of clarity, I will not list every inconsequential item in the 
game, such as food or containers that contain random loot, unless it is 
pertinent to the task at hand. This is because it would be of very little 
help to point out items that might be unnecessary to a particular 
playthrough. In fact, it would bog down the walkthrough with rather frivolous 
information and make it borderline incomprehensible to follow. Voxophones and 
Kinetoscopes will still be covered, as they are an important element to the 
story and a good point of reference.

I will still point out ammo and food when it looks like it might be needed 
(say, after a battle), but I won't slavishly make you go from container to 
container to pick up yet another consumable that you don't need. As such, 
this guide might seem a little "bare" compared to a normal guide, but this is 
only because I want it to be clear, concise, and easy to follow. 

This guide should still retain the same comprehensiveness, but it will "cut 
the fat" and get to the point. Speaking of which, I will try my best not to 
comment on the plot elements and disseminate the dreaded "spoilers," but at 
the same time I will still need to use some of these things (names of 
locations, people, etc.) as a base reference when necessary.


                           2.1 - The Lighthouse


After the quaint little boat ride, climb the ladder and listen to the couple 
as they (or he!) row off into the distance. There is a shed right next to you 
on the wooden dock that houses a boat and also a few Silver Eagles, which are 
the currency of the game. Collect the Silver Eagles that are scattered on the 
ground and walk over to the lighthouse.

Once you've gone up the stairs, ignore the lighthouse door for the moment and 
go left on the pathway to reach a dead-end with a barrel and a Silver Eagle 
on the ground. After looting both of them, return to the lighthouse door and 
go inside.

You can try to use the basin if you want, but Booker decides against it; 
however, it's still nice to try to use it as Booker's response functions to 
set up the story and the tone of the game. At any rate, your main goal is to 
get to the top of the lighthouse. At each floor, there will be a little more 
monologue from Booker and a plethora of containers to loot and Silver Eagles 
to pick up. Take care to search each floor thoroughly for these things, and 
you might also enjoy interacting with the different objects (telephone, sink, 
etc.) even though it won't yield much of anything.

At the top of the lighthouse, follow the circular pathway around to the dead-
end and loot the barrel and the Silver Eagles on the ground. Head back to the 
cryptic bell door and Booker will get out the answer to the "code." It's from 
left to right, so you must ring the Scroll bell once, the Key bell twice, and 
then the Sword bell twice. After the series of spooky noises, sit on the red 
chair and witness the grandiose opening scene.


                           2.2 - Welcome Center



Once you're out of the confines of the chair, search the room for Silver 
Eagles, then proceed to the adjacent area with the big statue in the middle. 
You'll see two corridors on the left and right; search both of the areas 
thoroughly to find a [VOXOPHONE] ("Love The Sinner") as well as a good number 
of Silver Eagles.

When you're ready, go down the corridor that has the Male Pilgrim (donned in 
white) next to it and walk all the way over to the circle with the priest. 
Enter the circle and agree to the baptism. In the rather small, dream-like 
sequence that follows, open the door (Booker's investigation door, the door 
with the people pounding on it) to reawaken in Columbia.


Head past the statue of Father Washington, go up the steps, and follow the 
green courtyard to the "Seeds of the Prophet" door. After opening it, wait 
for the pathways to connect on the other side. Head straight down the path 
and pass the hotdog stand to reach the square with the huge statue in the 
center of it.

To the right of the statue, there is a clothing store called "Hudson's." Go 
inside and use the [KINETOSCOPE] ("Father Comstock's Gift Of Prophecy") next 
to the counter and pick up the [VOXOPHONE] ("Undeserving") behind the 
counter. Back outside, go to the opposite side of the statue to find the next 
street that you must take. Before you go down it, jump over the fence of the 
restaurant to the right and eat the Bread/Cheese on the table to recover some 

Head down the street to the parade and watch as it passes by. When the bridge 
opens, cross it and ascend the steps to a grocery store on the side. To the 
left of the grocery store, you will find another [KINETOSCOPE] ("Beware The 
False Shepherd!"). Ascend the steps to the left of the Kinetoscope and cross 
the bridge to the Home and Garden store. Go in the small garden to the right 
of the store and pick up the [VOXOPHONE] ("Everyman, All At Once") on the 
small table.

Head back across the bridge and go left down what originally looks like an 
alley, but is actually the next area that you need to explore. Ascend the 
stairs to finally see the statue, and then you'll receive a rather ominous 
and cryptic telegram.


At the location where you received the telegram, go left to find a 
[TELESCOPE], then head right and up the stairs to reach the fair. This fair 
has several interesting things in it: there are fair games, a vending 
machine, containers to loot, and several exhibits. The fair games are rather 
self-explanatory and don't really need to be covered; just shoot the thing 
and try to get the best prize.

There are containers scattered about the area that contain various loot such 
as Silver Eagles, so you should be on the lookout for those while you enjoy 
the fair. Finally, there is a "Veni! Vidi! Vigor!" vending machine that sells 
the Bucking Bronco Vigor, but you probably won't be able to afford it right 

To continue, go to the end of the fair and grab the "sample" Possession 
Vigor. This Vigor allows you to turn machines into allies. You will be using 
this Vigor on almost every machine that you see, because not only will it 
disable the machine temporarily, but it will also clear the area of enemies, 
or at least serve as a distraction. It can also be used on vendors. For 
example, go back to the vending machine in the fair and cast the Vigor on it; 
you'll receive some Silver Eagles for your effort, and you can easily refill 
on Salt back at the Possession exhibit.

When you're done with the fair, use the Possession Vigor on the ticket 
machine near the Possession Vigor. The machine will open the gate for you. 
Once inside, flip the coin (isn't that ridiculous and mysterious at the same 
time?) and take note of the vending machine in front of you, which is a 
machine that will refill your health and salt.

Follow the street to the statue of R. Lutece. Under the statue is a bench 
that has a [VOXOPHONE] ("For I Am Lonely, Too") on it. Continue down the 
street to the "AD" billboard, which curiously has something very familiar on 


                            2.3 - Raffle Square



You're going to want to search this area for money before you continue 
because it will be a bit harder once you've got enemies to deal with. Don't 
take any food yet unless you somehow aren't at full health. When you're 
ready, head past the statue to the raffle itself.

The crowd of blocks you off in a circle, forcing you to partake in the 
raffle. Talk to the women to receive number seventy-seven (well whaddya know) 
and watch the horrific events unfold. It doesn't matter whether you choose to 
throw the baseball at the couple or the announcer; either way, it ends in a 
fight. You do receive an extra item later, however, if you chose to peg the 

Equipped with the Sky Hook, press the melee button when near a cop to bash 
his lights out, then loot the body. These guys are rather easy to kill: they 
are only equipped with melee weapons themselves and they take around two hits 
to down.

After clearing the enemies near the raffle area, ascend the stairs and lure 
to next policemen to your position. Since you don't have a ranged weapon yet, 
you should try to stay out of line of sight and make them come to you. After 
a few enemies are gone, a policeman with a pistol comes out to play. Take 
cover behind a crate or billboard and wait for him to come to you. Bash him 
with your Sky Hook to receive your first gun, the Pistol.

The Pistol is actually much more effective than you might originally think, 
and definitely more effective than melee currently. You should try for 
headshots at all times and use cover to shoot enemies from afar with 
impunity. In addition, loot corpses for additional ammo and food for your 


Follow the street, go down the stairs to reach a vending machine, and 
purchase the Possession upgrade so you can now possess humans. In addition, 
there is a [VOXOPHONE] ("Solution To Your Problems") on the table and a bag 
of money on the ground.

Wait near the vending machine as the enemies run down the ramp to attack you. 
While they are charging toward you, shoot them down and then loot their 
corpses to replenish your ammo. Afterward, go up the ramp, collect the 
goodies on the desk, and Possess the turret in front of you. While its 
possessed, jump down to the street and lure the policemen over to it to watch 
them get gunned down by their own ally. Remember to destroy the turret when 
the Possession ends as it will "turn on you" after a while.

It's best to continue luring enemies over here until they are all gone. 
Afterward, go down the steps to the street you were on before all this mess. 
The gate at the end of the street is now open - if you went exploring before, 
you probably saw the two guards outside the gate. Before you go far down the 
street, take cover behind the pillars and use Possession on the turret to 
watch all of the policemen get mowed down by it.

If there are any stragglers, you should easily be able to pick them off with 
the pistol from behind a pillar. There is a blue police box in the middle of 
the street that contains pistol ammo if you need it. Once the turret has 
reverted back, shoot at it with your pistol from cover, using an in-out-in-
out strategy so you don't get hit.

Down the street the whole way, grab the ammo and health from the police box 
and go past the police barricade. When two policemen spawn, go back to the 
barricade and take them down from cover. They will mutter something about a 
"Fireman," which is the next obstacle you'll be facing. Loot the street of 
its items before you open the blue-gold gate at the end.

The Fireman jumps down to the center of street, ready to fight you to the 
death. Obviously, the Fireman's main arsenal is, well, fire, and you should 
be constantly moving the entire fight. Fire with your pistol while you are 
dodging him; he's not very dexterous, so you shouldn't have much trouble if 
you use this strategy.


Go over to where you killed the Fireman and pick up the [DEVIL'S KISS] Vigor. 
This is a pretty powerful Vigor that allows you to throw fiery grenades and 
set explosive traps. It is a godsend at this point in the game, as it is the 
first direct-damage Vigor you have. As stated previously, every Vigor is 
useful in its own way, but Devil's Kiss in particular is a more all-purpose 
Vigor that you'll be using on basically everything that isn't fire-based.


Back to the task at hand, grab the ammo and Salt from the blue police box and 
walk down the street. The fire CAN hurt you, so don't just stand on top of 
it. When the street turns, you'll see another turret mounted on the wall and 
hear more policemen grunt as they jump down from the sky line. Use Possession 
on the turret and run up the stairs behind the turret. The policemen will try 
to get into melee range, but they will be destroyed by the turret. Finish 
them off with your pistol if they aren't dead, and destroy the turret when 
the Possession has ended.

There is more Salt in the blue police box by the gate. Cross the bridge to 
the Blue Ribbon Restaurant. Before you enter, eat some of the food on the 
tables outside to replenish some of your health.


                      2.4 - Comstock Center Rooftops



Blue Ribbon Restaurant

Although the objective text is starting to become redundant, the adventure 
sure isn't. At the entrance of the restaurant, turn around and search the 
Cabinet and behind the counter for ammo and food. You probably should *not* 
use the tradeoff food, such as +Health for -Salt or +Salt for -Health, unless 
you desperately need health. The latter is even more ridiculous, as there is 
no heal Vigor in the game.

Down the hall, take a gander at the three [KINETOSCOPES] up against the wall 
("A Look Back at Opening Day!", "The Prophet Stands Up to Foes: Within or 
Without!", and "We Secede From the So-Called 'Union'"). Inside the bar, 
you'll find your favorite couple waiting to help you. They'll give you a 
[SHIELD], literally on a silver platter, that will help you tenfold on your 

As with other games, the Shield takes the damage first, and it regenerates 
automatically if you aren't hit for a certain amount of time (the time 
depends on what difficulty you chose). This way, you can retreat to cover, 
wait for your Shield to regenerate, and go back to fighting, all without 
having to scrounge around for food.

There is a cash register and a wallet in the bar, as well as other items like 
cigarettes and alcohol. It is recommended that you don't smoke or drink, in 
real life or in the game. These in-game items are "tradeoff" items that will 
take health for salt, or vice-versa.

After you're done ransacking the place, go through the doorway next to the 
bar to reach the kitchen. On the counter lies a [VOXOPHONE] ("Half A Jew") 
and some food to replenish your health/salt. Continue through the restaurant 
into the storage room and loot all of the crates and boxes for ammo. Funny 
how the restaurant sells bullets, too. :)


Go out to the balcony behind the restaurant, which seemingly feels like a 
dead-end, but you can actually attach to the hooks on the buildings in front 
of you. Go from hook to hook as you venture further into the rooftops. At the 
last hook, you should see a policeman walking around below; use the "Sky Line 
Strike" to jump down from the hook and one-hit-kill him.

Next to the now deceased policeman is a machine gun and some crates with 
machine gun ammo. Now that you have two weapons, you can switch between the 
two whenever you like. Just remember that you can't have more than two guns, 
so you'll have to swap things prudently later.

While the machine gun may at first seem superior to the pistol, it inflicts 
rather low damage and loses ammo fast. However, machine gun ammo is on almost 
every enemy at this point in the game, so you shouldn't have to worry too 
much about ammo. It's your choice on which weapon to use, but it is 
recommended to stick with the gun that has the most ammo.

Next to the crates with the machine gun you'll find a lockbox and stairs that 
lead down to a small, foggy pit. Stay at the top of the stairs while you fire 
at the enemies in front of you that are either in the pit or on higher ground 
on the other side. Take out the charging enemies first and loot their bodies 
for ammo and food.

When the area is clear, go to the other side and take cover inside the shed 
with the large barrel in the middle. Using the wall of the shed as cover, 
peak out and fire at the turret on the floating ship. When the turret starts 
to fire at you, go back into cover and repeat this process until the turret 
is finished.

Descend the stairs that are near the shed and look right to see nothin' but 
fog. Run a little toward it, then backtrack to the stairs to use the wall as 
cover. An armada of enemies jump out from ships, the sky line, heck they 
maybe even spawned out of thin air. Using the corner of the wall as cover, 
mow them down with your pistol or machinegun. You can also spring a trap with 
Devil's Kiss, or use a strategically thrown Devil's Kiss grenade to thin the 

While there are no more enemies charging, you still aren't out of danger yet. 
If you get too out in the open, you'll probably hear the rattle of a turret 
firing off bullets. Use the chimney stacks and other various structures on 
the rooftop as cover, then fire at the turret on the ship off in the 

After destroying it, jump on the ship and then jump on the rooftop to the 
right. There is a skylight here that you can use to drop down into the 
Lansdowne Residence. In this room, take all of the Silver Eagles in the 
various containers, such as the purse, then descend the stairwell inside.

Down the stairs, go across the hall and enter the room on the right. This 
room contains a locked chest that begins an optional quest in which you must 
find the key to the chest. Take note of the chest's location, as you'll need 
to backtrack here after you get the key.

You'll also find a [VOXOPHONE] ("Otis' Nimble Fingers") on the bookshelf near 
the bed. Reenter the hall and go down the stairs to the bottom floor. Here 
you'll find a "progressive" male citizen who promises to keep his mouth shut. 
He doesn't have any loot on him, so you can do whatever you like with him. 
More importantly, there are some Silver Eagles on the dining table.

Go back up two stories to the master bedroom with the skylight, and then exit 
via the balcony. Here, attach to the hook on the building adjacent to you, 
then jump down on the patio of the Montgomery Residence. Before entering 
through the brown door, loot the tables outside to find Silver Eagles and 

Montgomery Residence

Inside, you are prompted to perhaps not result to violence in this instance. 
The residents inside here won't alert the police to your presence if you 
don't start firing at them. Take this opportunity to pilfer the place of all 
its Silver Eagles. If you're inside too long, the police will eventually 
barge inside. This is actually a good thing, as you can use the layout of the 
house as cover to kill them safely.

Specifically, you can use the hall as a chokepoint and just machine gun away 
as they charge at you. Also note that there are *two* doors that they can 
come through, but they seem to just like the near one. You can also set a 
trap to make things quick, but there is also a Fireman that attacks you. 
Obviously, these guys are immune to fire, so you'll just have to gun them 
down the old-fashioned way.


Out of the Montgomery Residence, use the vending machine if you need health 
or ammo. Don't get too out in the open, as there is a turret down the street 
that can fire at you. Using the various structures near the vending machine 
as cover, destroy the turret.

Head over to the "Wild Wild West" exhibit and jump up on the small stage. You 
will find a [VOXOPHONE] ("A New Hunt") on the small table. There is also a 
[KINETOSCOPE] ("Danger On All Sides!") up the stairs to the right of the 
exhibit. Afterward, go down the street to the Angel statue who's holding a 
scroll, then go up the stairs. Go through the white-beige door at the end of 
the street to reach the outskirts of the "Fraternal Order of the Raven." 

Fraternal Order of the Raven

Inside the building, grab the money in the circular room, then proceed to the 
next room with the big statue of John Wilkes Booth. Enter the bar to the left 
and gun down all of the patrons, who are enemies anyway. Grab the [VOXOPHONE] 
("The Gift Of The Emancipation") on the counter of the bar. You can loot all 
of the stuff on the first floor now if you want: there are no more enemies on 
this floor. The dining room on the opposite side has some Silver Eagles and 
perhaps some food, if only the ravens didn't eat all of it.

Go back to the center room with the statue of John Wilkes Booth and go up 
either staircase. Head through the door to reach a stage-like or church-like 
area. You should see the strange raven guy on the stage, with all of his 
disciples below him as groundlings.

This is a big fight just because of the sheer amount of enemies. It is 
recommended that you stay up on this second level and just go back down the 
hall when you have the attention of everyone. That way, you can use the hall 
as a chokepoint to easily explosive trap/machine gun the enemies. For the 
first strike, you should throw down a Devil's Kiss grenade to hopefully thin 
the flock of disciples. Afterward, fall back down the hall and wait for them 
to appear. They shouldn't overpower you with their numbers now.

After clearing the area, head down to the bottom level and grab the 
[VOXOPHONE] ("The Lie Of The Emancipator") on one of the benches that face 
the stage. Up on the stage, grab the [KEY] for the chest from the optional 
quest, and also use the [INFUSION] to permanently increase one of your stats. 
This choice is entirely up to you, but I recommend increasing Shield because 
it regenerates on its own.

Since we have the key now, you should go back to the Lansdowne Residence and 
open the chest. It's not *that* far, and although some of the enemies *have* 
responded, you can just run past them. If you didn't find the locked chest 
the first time, it's back at the Rooftop with the skylight - between a hook 
building and a ship. For your trouble, you will receive another [INFUSION].

Back at the main room of the Raven house, enter the door to the right of the 
stage and take the elevator to a higher floor. Out of the elevator, go around 
the oddly-placed wall in the middle of the room to find a vending machine 
that sells health, salt, and ammo. Enter the next room, which is circular and 
has a table/projector in the middle, and push the bookshelf on the side of 
the room to reveal a prison-type secret area.

In this room, grab the [GEAR] in the package and also take the purse on the 
ground next to it. Backtrack to the circular room with the projector, and 
head over to the opposite side of the room to reach an area filled with 
desks. On the desk under the "Protecting Our Race" sign you will find a 
[VOXOPHONE] ("Symbols Of Our Lady").

Head back out to the circular room and take the last door. This one has steps 
leading up to it and before you reach the door you will hear a Chinese 
Prisoner. Open the door and witness the horrific kill - the poor guy is 
murdered by a ton of crows.

It's now your turn to face the crazed crow-man. The best and easiest way to 
defeat him is to just follow the directions that the game gives you: use 
Devil's Kiss to plant a trap. Place the trap in the center of the area, then 
lure the crow-man to it. While he's burning, fire at him to further the 

After you defeat him, pick up the [MURDER OF CROWS] Vigor. This is a decent 
Vigor, but you might want to swap back to Devil's Kiss if it overwrote it. 
There are some enemies in the next room, so it's best to fire a few shots to 
get their attention, then run back to the crow courtyard before you engage 
them. Once the area is clear, go into the back room and grab the [GEAR] 
package, then exit back outside to the rooftops.


Back outside, we finally have a sense of direction: Booker states that we can 
use the Gondola to get to Monument Island. Before you proceed further, go 
left, jump onto the ship, and take a look into the [TELESCOPE]. When you're 
ready, attach to the hook on the building in front of you, then continue 
across the hooks (the last two hooks are on stand-alone towers) until you 
reach the outside to the station.

Before you jump down to the ground, target an enemy so you can Sky Hook 'em. 
There are only two enemies down here, so kill the other and then enter the 
door to the station.


                       2.5 - Monument Island Gateway



At least now we know the means of transportation to get there: a gondola. 
When you begin in this area, you'll already be in a potential mess. In front 
of you is a glass window that shows the adjacent room, which is full of 
enemies and also houses a turret.

If you're like me, you probably alerted the enemies of your presence before 
you had a chance to get a shot off. If that's the case, you can either use 
the benches in the opening hallway as cover and throw down some traps, or you 
can simply restart to the last checkpoint, which is coincidentally right when 
you entered here.

The most effective strategy is to creep up either doorway and use Possession 
on the turret on the other side of the room. I say *creep* because you should 
probably crouch and try to be quiet. When you have the turret on your side, 
it's a much more simple fight. The turret acts as a great distraction while 
you fire at the enemy, and mostly at their back. Not necessary the most noble 
solution, mind you, but an effective solution nonetheless.

If you are using this strategy, you're going to want to move up in the room - 
to the pillar, to the statue, and finally to the police barricade. This is 
because enemies will run out of the adjacent rooms to attack, and your turret 
won't last forever. Speaking of which, you might want to re-Possess (ha!) the 
turret if it has a good portion of life left after the initial Possession. 
It's also fine to fight from the beginning hall, using the benches as cover 
and waiting for the enemies to come out of each side.

The beginning hallway also houses a Veni! Vedi! Vigor! machine with upgrades 
for two of your Vigors, but you most likely won't be able to afford them. If 
you can, though, remember the golden rule of buying stuff in this game: save 
your money for the stuff that you'll actually use. In addition, you'll find a 
Dollar Bill vendor that sells ammo, health, and salt.

On the opposite end of the hallway, you'll find a [KINETOSCOPE] ("Uncanny 
Mystery In Columbia..."). Finally, scattered throughout this area you'll find 
ammo, health kits, and salt phials. Of particular interest are the ticket 
rooms on the far end of the room. These contain a bevy of containers - such 
as desks and even a safe - as well as loose money all around the area.

After inspecting the area, exit through the light brown door near the ticket 
rooms. Out here, you should find two vendors to the right, but they sell much 
of the same thing as the vendors in the previous room. To the left, you'll 
find a doorway to the outside, an area full of sky-lines.


Attach to the sky-line to begin a fun rollercoaster-esque experience. Keep an 
eye out for a platform on the left, because you're going to want to the first 
platform that you come across. There should be a policemen walking around out 
front, so either use the sky-line strike or jump down and fire away.

There is another policeman further inside this small area, who should charge 
out at you after you land. Once you've taken both of them down, go inside the 
little building, turn right to the voluminous amounts of beer, and in this 
room you will find another [INFUSION]! There is also a [TELESCOPE] on the 
platform where you landed.

When you're ready, attach back onto the sky-line and ride until the next 
stop, which is literally a stop because there is a freight in the way. You'll 
find one policeman on this level, as well as a [VOXOPHONE] ("Another Ark For 
Another Time") in the room across from the controls room. When you're ready, 
pull the lever in the controls room and hop back on the sky-line.

After a nice ride, you'll stop at another freight blocking the way. To your 
right, you'll see a ship with a policeman standing around. Sky-line strike 
him, then use this position on the ship to shoot at the enemies below. There 
are two enemies on the ground floor, and one or two enemies that come out 
from the balcony in front of you.

When you're finished, use the hook on the pharmacy building to get some 
height, then jump over to the balcony where you killed the policeman. There 
might be one or two more policeman in these rooms, depending on whether you 
alerted their presence or not. Most importantly, you will find more [GEAR] 
behind the dresser in the master bedroom. The dresser is to the right of the 
bed, and there are some Silver Eagles glittering on the ground to help you 
find it.

Head out the back porch of this humble abode and attach to the sky-line. 
(Press the button to go the reverse direction if you are going the wrong 
way.) Ride the sky-line to the next platform, which has six or seven cops 
kneeling down in a circle. Thankfully, the gear that you've acquired has a 
good chance to burn everyone to death, so jump down in the center of the 
circle and you should kill them either by flame or by pushing them off the 
platform. If you didn't get the gear, dismount near cover and use Devil's 
Kiss to clear them. They might not fight, though, like the men inside.

Head through the door to find a projector of Comstock and a room full of 
kneeling and praying cops, similar to the ones outside. Get on the lift, pull 
the lever, and enjoy the angry, psychopathic Comstock taunt Booker. When the 
lift reaches the top, exit to the left and follow the top level. Don't worry 
about the cops: they won't fire at you for the time being.


Your goal is to jump onto the hook and then dismount onto the zeppelin. This 
might seem easy, but there are around five enemies that will be alerted of 
your presence as soon as you land. A good strategy here is to pick them off 
from the building you're in right now: you can use the floor as cover as you 
go backward and forward.

You can also elect to sky-line strike one of the enemies and defeat the rest 
of them as they run out of the door. Finally, you can try to bunch up at 
least two of the enemies, and use the dismount near them so you burn/push 
them. When you've cleared the outside and the inside, you have a new 


Open the door on the left side of the room to find the controls for the 
zeppelin. There is also a women in white by some candles. You don't need to 
do anything to her, just like Booker tells her. Rig the steering on the 
zeppelin for an interesting turn of events: Comstock reveals himself on a 
ship in front of you, and the women drops a torch, which starts a fire on the 


Walk back to the previous room (don't walk on the fire) and jump out of the 
zeppelin in the now-opened middle part of the ship. Don't worry, you'll catch 
a sky-line after you jump out. Ride the sky-line to the freight-block, and 
jump down onto the ground.


Follow the platform to the door that leads to Monument Island. You'll also 
find vending machines on each side, which contain similar items to the ones 
you encountered previously.


                           2.6 - Monument Tower



Go past the fountain and use the hook above the gate to get to the other 
side. Once you've dismounted, go up the steps and through the blue door. 
Finally inside, check in the open locker to the left to find a [VOXOPHONE] 
("Tiger By The Tail") and grab the Silver Eagles scattered on the ground near 
the chair.

Enter the next area to find yourself as a hallway with sparking electricity 
on the side from some kind of machine. Continue down the hall to the 72 Hour 
Quarantine Zone. Pull the three transpose levers if you wish, then go into 
the following room. Here, go left immediately and enter the "Specimen is 
Dangerous" door. Grab the [VOXOPHONE] ("To: R. Thompson RE: Fuses") in this 
room and exit back to the hall.

The other two rooms in this hall contain interesting backstory about the 
"specimen" that is locked up in the tower. On the left is a room that 
contains some pictures, and on the right is a room that has a projector. You 
can turn on the projector and look at all of the specimen's 
"accomplishments" if you want (lockpicking!), but otherwise go back to the 
hall and enter the door at the end.

Ahead of you is a huge surging electrical structure and a chalkboard with the 
words "Facility Unsafe" on it. The desk under the chalkboard contains a 
[VOXOPHONE] ("A Reward, Deferred"). More importantly, on the ground behind 
the desk you will find an [INFUSION]. It's slightly "missable," but the 
flicker of the Infusion should give away its location on ground.

Go down the steps and into the elevator by the sign that reads 168 Hour 
Quarantine Zone. (That's, like, 7 days, right?). Push the button on the 
elevator and exit when it stops. Pull the lever to open the blinds to the 
specimen's room. Afterward, go down the hall to the left and activate the 
specimen location tracker to find out that the specimen is in the dressing 
room now.

Exit through the dark metal door on the left, then follow the linear wood 
walkway to the next metal door. Inside this room, pull the lever to catch 
your first glimpse of the girl. When she scurries to the next room, repeat 
the process you just did: go into the room on your left, activate the 
specimen location tracker to find out where she's at, go through the door on 
the left, and follow the wooden walkway to the next specimen observation 

When you pull this lever, you see the specimen with a run-of-the-mill 
painting of the Eiffel Tower, but then she seems to "rip" the environment and 
you briefly see the real, fully-living Paris. After this little showcase, 
take the left door to the hall, exit through the left door, ascend the wooden 
ramp, and ascend the stairs to the next specimen observation.

Grab the [VOXOPHONE] ("The Source Of Her Power") on the chair to the right of 
the lever, then pull the lever to see the specimen gazing out of the window 
in the library. Take the left door, activate the specimen tracking system to 
reassure Booker that she's in the library, then go down the hallway to the 
dark metal door.

When you open it, you'll be out in the exterior of the statue. Follow the 
pathway up the stairs to the next set of doors, then walk into the circular 
room to start a long scene. Booker makes a smashing entrance into the library 
and the twosome surmise to escape this elegant prison.


Open the door that Elizabeth used the key on, then follow her down the stairs 
as mayhem begins to ensue. Since it's "his" job to keep Elizabeth locked up, 
he's decided to literally tear the whole place apart to find her. For now, 
just follow Elizabeth back through the tower as you get knocked around from 
the destruction.

When you reach the elevator, Elizabeth comments on all of the peeping toms 
that have been watching her over the years, then Songbird - the big black 
raven of destruction - destroys a wall and you get a nice look at him. Don't 
waste your ammo firing at him as it will have absolutely no effect.

Follow Elizabeth through the tear in the wall that Songbird just made. Jump 
down onto the metal debris and ascend the wooden stairs. After a round of 
stairs, open the door to reach the exterior of the statue. Follow Elizabeth 
up the walkway to the very top of the statue, and you will witness another 
long scene. In the end, you'll in the ocean and back in la-la dreamland at 
Booker's investigation office. Open the office door to wake up again.


                           2.7 - Battlefield Bay



Findin' this darn girl is starting to become a recurring theme. Walk up the 
beach to the boardwalk and look under the red-white striped stand to find a 
[VOXOPHONE] ("Born In The River"). From here, go left and inside the building 
with the Airship poster on the wall. You will find a [KINETOSCOPE] 
("Battleship Bay") in this small building.

Continue back out onto the beach and walk toward the small pier. Elizabeth is 
one of the people dancing at the end of the pier. Walk onto the "dance 
floor" and get her attention for a small scene - Booker uses Paris to bribe 
Elizabeth for the time being.


Follow Elizabeth back onto the beach and through the slit-doors to reach a 
building that sells Comstock posters. Ha! The game points out that you do not 
need to "protect" Elizabeth in combat and that she can handle herself - this 
roughly translates to a single word: invulnerable. So yeah, you don't need to 
be a human shield or anything, just fight as you normally would.

Go up the stairs to leave the Comstock gift shop, then walk down the 
boardwalk until you meet your favorite couple again. This time, they offer 
Elizabeth one of two pendants: either a bird or cage. Get Elizabeth's 
attention and then it's your time to choose. This decision makes no 
difference gameplay-wise, but she WILL be wearing this pendant on her neck 
for the rest of the game, so choose whichever you gravitate towards more.

Take a gander at the statue you just escaped from, then take this time to 
pilfer some money laying around on the boardwalk. Specifically, the purse on 
the bench and the coins on the exhibit counters. Afterward, go up the stairs 
to the "Police Search" area, otherwise known as the arcade.

Walk into the center area with the barricade and police searching people, 
then go right and head down the hall. At the end, try to open the door, but 
the big shiny lock has different ideas. It seems, though, that Elizabeth is a 
master at lockpicking, and she has the door open in no time. You will be 
using this "feature" of Elizabeth for the rest of game: after you've gotten 
some lockpicks, you can request for Elizabeth to unlock a door. Almost 
always, the room behind the locked door contains something valuable.

Follow Elizabeth into a storage room with a worker scrubbing the floor, then 
go up the stairs to reach a hall with a vending machine. Elizabeth flips a 
coin to you, saying that you can use it at the machine to patch some of your 
wounds. This is another "feature" that she'll do throughout the game: she's 
like a dog and constantly fetches Silver Eagles and ammo for you.

Go all the way down the hall to reach a small room with the radio turned on. 
There is a [VOXOPHONE] ("Heaven") in the clothes basket and a piece of [GEAR] 
in the package on the small table. After collecting these two items, go back 
out into the hallway and take the other hall at the junction.

Here, you find the bride and groom from the raffle, and if you decided to 
throw the baseball at the announcer, the bride and groom have a gear package, 
containing [GEAR HEAD], on a dresser near them. Swap your current hat, 
Burning Halo, for Gear Head, as right now you won't be using sky-lines. If 
you didn't peg the announcer, the gear won't be here.

Go through the door at the end of the hall to reach the arcade proper. There 
are 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'") 
at the end of the isle of arcade games, but you probably got those three 

As usual, you can find ammo and money scattered throughout the room. Finally, 
if you go to the "whites" hall that houses the restrooms, you can find a 
[VOXOPHONE] ("A Dog's Loyalty") on the table near the sinks in the men's 
bathroom. Elizabeth won't come in with you, though, because her solitary 
confinement education at the Monument Tower prison tells her she can't. That, 
or the Raven quoth so. You can also go into the girls' restroom if you want. 

Continue down the hall to find another [KINETOSCOPE] ("Solving The Irish 
Problem") and two dead-ends. Back at the arcade, head northbound this time, 
up the steps with the motorized patriot, and over to the entrance gate. Here, 
a women named Esther curiously mistakes Elizabeth for someone named 

Use the turnstile and go up the stairs. Follow the hall up to the Gondola 
Station and ring the bell at the ticket station. The ticket seller ignores 
you and seems rather suspicious, so you are given the choice of whether to 
draw your weapon or demand the tickets. If you demand the tickets, you get 
stabbed in the hand with a knife and must wear a makeshift bandage on it the 
rest of the game, while if you draw your weapon, the ticket seller just puts 
up his hands. The decision is, yet again, purely a cosmetic one - do you want 
something on your hand the rest of the game, or a nice, fresh hand with AD 
engraved on it?

Either way, a fight breaks out. This is a good time to whip out those Vigors. 
Specifically, Murder of Crows can stun these guys and make them easy kills. 
You should take cover behind the desks on the left side of the room. If you 
crouch down, the cops must run inside here to shoot at you. At which point, 
they become easy prey.

After the initial wave, walk to the opposite side of the room and watch 
Elizabeth run off. Before you can run after her, another wave of troops drops 
down from the skylight. You should go back over to the same place as before - 
the desks and short wall on the left side of the room - and crouch for cover 
while you take them out. One of the cops has a [SHOTGUN], which I recommend 
you swap in for the pistol.


Again, we gotta find this girl. ^_^ Head over to the opposite side of the 
room to the now-opened gate. Here, go right and walk into the "Columbia 
Authority" room. Inside, grab the [VOXOPHONE] ("Take Her Alive") on the desk 
in front of you.

Go back out and head all the way down the hall. Turn left, and then go inside 
of the area of ticket station where you requested the tickets earlier. You 
will find an [INFUSION] on a desk in the central area of the ticket room. 
Exit back to the hallway, and before you go outside, enter through the door 
at the end of the hall. Here, go down the steps to reach the bottom level, 
and make a U-Turn in the room to find a small "cubby hole" under the stairs. 
In this little area, you'll find a [VOXOPHONE] ("The Golden Path To Heaven") 
on a crate of whiskey near the desk. Additionally, there's a lot of other 
random stuff you can loot down here, such as Silver Eagles, if you scrounge 
around the room.

When you're ready, head back up and go outside. Ascend the set of stairs to 
the right and follow the path to the lift itself. Elizabeth's struggling with 
the lever but can't quite get it, so pull the lever for her so you can ride 
up to Soldier's Field. Finally, follow Elizabeth to the gate and leave 
Battleship Bay.


                           2.8 - Soldier's Field



Go down the steps to the center area of the Welcome Center, then go right to 
reach a vending machine. This machine sells upgrades for some of your 
weapons, but as before only get them if you plan to use the weapon a lot in 
the game. Also, you will find two lockpicks on a crate next to the vending 
machine. We can now begin Elizabeth's long life of crime.

Go down the steps on either side of the vending machine to reach a room with 
a miniature-town exhibit in the center. On the far side of the room, there is 
a [KINETOSCOPE] ("A City In The Sky? Impossible!") that's worth checking out. 
Head back out to the central area of the Welcome Center and make your way 
over to the other side.

There is a locked door here and you will find another lockpick on the ground 
next to the toolbox. After Elizabeth opens it, grab all of the goodies 
inside: an [INFUSION] on the desk close to where you entered, a [VOXOPHONE] 
("A Place In The World") in the yellow-gray cabinet at the end of the room, 
and a [CARBINE] up against the desk.

You should swap in the Carbine for either of your two current weapons. The 
Carbine is a good, all-purpose weapon that will serve you well. Finally, 
there is a locked safe in this room, but you need five lockpicks to open it. 
It's nothing earth-shattering, though, as it only contains a couple hundred 
Silver Eagles. :)

Exit back to the central area and try to go under the gate when it suddenly 
slams shut. Thankfully, Booker's strong enough to hoist it back up. On the 
other side of the broken gate, make your way to the outside and the main part 
of Soldier's Field.

Cross the bridge and take a gander at the gondola. Elizabeth asks whether you 
should head straight for your next objective, or take a look around the park. 
Since there's no mayhem going on right now, you should take a look around 
first to get all of the goodies.

To the left of the bridge lies a [KINETOSCOPE] ("Mighty Songbird Patrols The 
Skies!") that is easily missed since it is so close to the bridge itself. 
Also in that same area you can find a [VOXOPHONE] ("I Am His Mirror") inside 
the ice cream shop on one of the tables.

Make your way further down the park. Pass the information kiosk and the 
statue of a duck-whale, then go inside the Founder's Books store. In here 
there is a [VOXOPHONE] ("Viewing the Infinite") lying on a table, on the far 
side of the room, up the steps.

After you've done everything that you wanted, head up to northern part of the 
area and walk to the open gondola station, which has an "Aerodrome" sign in 
pink on top of it. Try to pull the lever to call the gondola, but the whole 
thing burns out. It seems that the mechanism runs exclusively on Shock 
Jockey, and so you'll need that power to ride the gondola. Fortunately, the 
Hall of Heroes apparently has Shock Jockey on display.


The PA Announcers lets the cat out of the bag: the false shepherd is here! 
This means that you'll encounter hostile cops now. Thankfully, there aren't 
any enemies in this immediate area. You need to get to an elevator in the 
middle portion of this park. Specifically, the elevator is south of the 
bookstore and down the alley that starts at the duck-whale statue.

You can actually get most of the way there without encountering any police, 
but just south of the bookstore you'll see the dreaded police barricade and a 
few cops patrolling. You can easily sprint past them, dart down the alley, 
and push the button on the elevator, all without getting hit at all. So you 
have a choice: either fight your way through, or run like hell.

In the elevator, investigate the fuse box and Elizabeth reveals an 
interesting trait. It seems she can open "tears," basically alternate 
universes, at the drop of a hat. Could be useful, but after the little run-in 
with Songbird, Booker dismisses the idea.

Out of the elevator, go down the left hall and tell Elizabeth to pick the 
lock for the white door. In this room, there is a nasty turret on the 
opposite end that will open fire as soon as you entire. I'm not kidding, 

You can either use Possession on the turret and quickly ransack the room, or 
you can take it out with gunfire and Devil's Kiss. Either way, the room 
contains a ton of nice items: there is a gear package on a desk that has a 
piece of [GEAR], a [VOXOPHONE] ("Never Seen The Face") on another desk, and a 
five lockpick safe in the back room next to the turret. You probably don't 
have enough lockpicks yet, but the safe contains around 250 Silver Eagles, 
just like the other five lockpick safe. You can bolster your lockpick supply 
on the other side of the room: in the north restroom, Elizabeth points out a 

When you are finished looting everything, head north into the adjacent area 
to find the [BUCKING BRONCO] Vigor just lying on the ground. See what a bad 
investment it would have been to buy it at the fair? Head further north to 
reach an outside area that is positively overflowing with enemies.

For this long fight, you should probably stay near the hall where you 
started. You can use the wall as cover, and you can fall back and use the 
hall as a chokepoint. You should begin the fight by throwing a Devil's Kiss 
into the pack of enemies in the center area, then whip out your trusty 
Carbine and start picking off the enemies that run out of cover. There is 
also a turret in the far back of the area that you can use Possession on for 
a distraction.

After a little while, a Crow man, identical to the guy you defeated to 
acquire Murder of Crows, jumps down from the roof. You should deal with him 
just as you dealt with the other one from before: lay down a trap, wait for 
him to run over it, and fire at him while he's stunned. After he's down, the 
area should finally be clear.

Looting the Bar and Pavilion

Before you continue on your Shock Jockey quest, you should loot all of the 
buildings in this immediate area. First of all, enter the building called 
"The Fellow Traveller," which is a big bar that contains a plethora of items. 
Aside from Silver Eagles and alcohol, there is a [VOXOPHONE] ("Vox Contraband 
Inventory") in the kitchen, hanging from one of the white cabinets. In 
addition, you can find your first [CIPHER] in the first restroom in the back 
of the bar.

To crack the code, you need the codebook of course! Thankfully, the codebook 
isn't that far away. Opposite "The Fellow Traveller" bar you will find the 
Patriot's Pride Pavilion. In here, there is a cannon on display in the center 
of the room, and you will find the [CODEBOOK] hanging from inside the top of 
the cannon.

With the codebook in hand, head back to the cipher inside the bar. Booker 
only gets a hint when Elizabeth cracks the code: "Tip the hat to the vox." In 
the adjacent restrooms, investigate the hat to open a secret room. In here, 
you will find an [INFUSION] and a [VOXOPHONE] ("Their Sun Is Setting").

Head back to the Patriot's Pride Pavilion and look at the [KINETOSCOPE] ("Who 
are the Vox Populi?") on the first floor next to a wall. You can also find a 
VOXOPHONE ("A True Soldier") on the second floor near the handrails and a 
gun. Finally, for three lockpicks you can open the ticket office, which 
contains a good amount of Silver Eagles and another piece of [GEAR].


Back outside, go to the end of the area to find yet another sky-line blocked 
with freights. To unblock them, pull the lever and wait a little while until 
they've all gone through.


Attach to the sky-line and ride it until you see a second one. This time, we 
have to sky-line-hop, so attach to the next sky-line and take it to the 
outside of the Hall of Heroes. First, there is a [VOXOPHONE] ("A Final 
Stand") in the stationary gondola right below you, and an [RPG] on the side 
of the gondola in a crate.

Make your way to the statue of the angel with "Hall of Whores" written under 
it. Clever. Unfortunately, the humor is lost when Elizabeth tells Booker that 
there is a sniper up above. And again, Booker is very thankful that a sniper 
rifle just happens to be on the ground nearby.

Swap to the sniper rifle temporarily and take out the snipers on the upper 
level. You can also take them down with the Carbine if you wish, but you 
should switch out the sniper rifle after this fight because it won't be of 
much use in the Hall of Heroes.

Even after taking down the snipers, you still must deal with the normal 
grunts on the same level as you. These guys usually hang out around the 
entrance to the Hall of Heroes, and so you can throw a Devil's Kiss or two in 
a pack of them to thin their numbers a bit. For the rest, use the pillars, 
statue, or wall as cover while you take them down with your Carbine. 
Hopefully, the Carbine, if it still has ammo.

After the area is clear, browse the [KINETOSCOPE] ("Who Needs the Power 
Company?") to the right of the entrance to the Hall of Heroes. There is also 
a vending machine that sells ammo, health, and salt, as well as random loot 
scattered throughout the area. When you're ready, enter the Hall of Heroes.


                         2.9 - The Hall of Heroes



Walk past the motorized patriot to a hallway. On one end, there is a Veni! 
Vedi! Vigor! vending machine that sells similar upgrades to before, while on 
the other end you can find a Minuteman's Armory vending machine that sells 
various upgrades for your weapons. This vending machine has several nice 
upgrades, but only buy the upgrades for weapons that you plan to use!

Go through the white door next to the vending machine and pick up the 
[VOXOPHONE] ("Comrades of Necessity") on the desk. While you are grabbing the 
Voxophone and pillaging the room, you might notice that two of Slate's men 
are now outside in the hall. Thankfully, you can shoot at them from the 
window and get a headshot on one of them because they are unaware of your 

When you're ready, head through the white door in the center of the hall to 
reach a big room with a flattering statue of Comstock in the middle. While 
Elizabeth reads the engraving below the statue, crazy Slate gets on the PA to 
declare his allegiance to no one and command his men to fight. Thus begins 
this leg of the game: going through area after area while both fighting 
Slate's men and listening to Slate's rants.

After Slate's initial announcement, four men run out of the door to the right 
of the statue. They are ready to rip your head off, so take cover behind the 
statue itself as you pick them off. You can additionally throw a Devil's Kiss 
right when they enter for an easy victory. After the battle, Slate's back on 
the intercom, and the objective changes ever-so-slightly. Before you 
continue, head into the room that Slate's men rushed out of, and pick up the 
[INFUSION] on the back table past the ruined statue of Slate.


Head into the room to the north to reach the innards of the beast.


                      2.10 - Inside the Hall of Heroes



You must humor Slate by going through the Wounded Knee Exhibit and the Peking 
Exhibit. Before you begin, stock up on supplies at the vendors on either side 
of the opening area and loot all the items in this room. When you're ready, 
head into the Wounded Knee Exhibit.

Wounded Knee Exhibit

Make your way through the exhibit while listening to Slate narrate. At the 
first junction, go left and inside a small room. Kill the enemy inside and 
grab the [GEAR] on the desk. Head back into the exhibit, and go through the 
room with the motorized patriot to reach the battle area.

You might want to throw down a few traps at the chokepoints while Slate's 
still talking. For this fight, you can use the cutout of the Indian next to 
the door as cover. There are several men that will come in waves from above. 
Pick them off one by one from cover, using the traps to your advantage. After 
a lot of dead men, kill the Crow man that jumps down. Try to anticipate his 
arrival to get a few shots in before he takes form, then use a Vigor to stun 
him while you fire away.

After the battle, head back through the Wounded Knee Exhibit to the beginning 
area. Here, you might encounter a few men that have respawned, who you can 
easy take care of with your Carbine. Time for the next exhibit.

Peking Exhibit

Make your way through the exhibit and go right at the junction. Head inside 
the door with the sign "employees only" next to it and loot the gear, [URGENT 
CARE], from the table in the similarly-designed room. After getting the gear, 
go back to the exhibit, over the small bridge, and into the room with the 
motorized patriot. Pull the lever to hear the display, then head into the 
battle room.

This fight is exactly the same as in the other exhibit, but you must deal 
with a Fireman instead of a Crow man. The layout of the room is mostly the 
same, but the cover areas are a bit different. The best place for cover are 
the rocks on the side, or the gazebo up high once you've defeated the 
Fireman. There are various salt and health items scattered about this room, 
and much less enemies than the Wounded Knee exhibit. Your focus should be the 
Fireman first.

After the fight, head back through the exhibit to the rotunda. A few more of 
Slate's men are patrolling the area: take them out, then wait for Slate to 
finish on the PA before he opens the door in the center. Three men quickly 
rush out of the door, but you can easily kill them with a Possession or an 
automatic weapon.


Go through the area with Lady Comstock's paintings and statues, then listen 
to Elizabeth's revelation in the next area. Here, go under the bridge archway 
and tell Elizabeth to unlock the door with her hairpin. In the following 
area, take an immediate right and grab the [VOXOPHONE] ("Unconditional") on 
the white chair under the paint of Lady Comstock.

Make your through the adjoining room with the large fountain, then go through 
the next room ("Comstock's Vengeance") to finally get back outside. Elizabeth 
can weasel her way through the bars of the gate, but Booker has no such luck. 
Thankfully, Elizabeth finds a tear of a freight hook. After telling her to 
open it, attach to the hook. She'll say that she can open one tear at any 
time, and she'll point out a few tears in the next area.

The tears can make the fight here much easier. Open the tear for the turret, 
then use Possession on the turret at the far end of the area. With both 
turrets, you have a great distraction to pick off all of Slate's men in the 
area. These men often don't go in cover at all, and you can use cover by just 
walking backwards from the rail.

After clearing the area, drop down to the area below and go north up the 
steps to the Hall of Heroes Gift Shop. In this area, watch the motorized 
patriots on the sides of the room go ballistic, then one of the far-side of 
the room comes alive, ready to fight.

Have Elizabeth open the tear for the Gun Automaton to serve as a distraction. 
While those two machines are duking it out, either fire at the Motorized 
Patriot from cover, or rush behind him and fire for more damage. You can also 
use Possession on the Motorized Patriot, then fire away at your "ally" 
without fear of reprisal.

After defeating the Motorized Patriot, take a look at the [KINETOSCOPE] ("A 
City Mourns...") in the center of this room, next to the medical kit tear, 
and grab the [CRANK GUN] from the Motorized Patriot if you want to use it as 
your primary or secondary weapon.

After pillaging the area, tell Elizabeth to unlock the maintenance door on 
the far side of the room. In here, open the five lockpick safe for around 250 
Silver Eagles if you can spare the picks, then search all of the containers 
to find out that all of the Shock Jockey is gone. Walk back out to the gift 
shop to see that Slate's been here.


                      2.11 - Hall of Heroes Gift Shop



Go down the gift shop and into the adjourning room. Here, you will find two 
vending machines as well as two [KINETOSCOPES] ("The Lamb is the Future of 
the City" and "Behold the Miracle Child! A Prophecy is Fulfilled!") on the 
wall. Head back outside to find the crazed Slate in-the-flesh. Time for a big 
battle. Swap one of your weapons for the RPG on the ground and get ready to 

For the first part of the battle, Slate commands an armada of his men to jump 
down from the level above and attack you. These guys aren't too tough, and 
you can pick them off while they're jumping down or just throw a Devil's Kiss 
or two at them. Use the wall near the entrance to the gift shop as cover.

In the second part, Slate calls for a Tin Man. This wave consists of more 
normal enemies, but also one Fireman. These guys come out of the side doors 
this time, so don't get caught off-guard if you are too close to the center 
area. Take out the Fireman first, then pick off the normal henchmen. As with 
the first round, use the wall near the gift shop as cover.

For the third part, Slate calls forth a Motorized Patriot to fight you. It 
takes the Motorized Patriot a few seconds to get its balance once it lands, 
so you should take this opportunity to fire a few heavy rounds in its back. 
This wave also has a few of Slate's run-of-the-mill men.

After this wave, take the left side door into a small, dark storage room. In 
this room, there is an [INFUSION] and a [VOXOPHONE] ("A Soldier's Death"). 
The Voxophone is on the desk, while the Infusion is half-hidden inside the 
toolbox on the desk.

Take the right side door in the courtyard this time to reach a hallway. At 
the end of it, you'll find Slate, crazy as ever. This time, he drops a few 
Shock Jockey traps in the hall and a handful of his men appear from the 
doorway. Use the crates in the center of the hallway as cover while you take 
out Slate's men. For the traps, just fire a few bullets at them to blow them 
up. Continue down the hall, past the Comstock statue, and the objective 
finally changes to the overall goal.


Go through the doors to find Slate up against a wall and obviously defeated. 
You can either kill him or spare him. Either option only changes the story 
very slightly, so choose whatever seems more fit to you, then take the [SHOCK 
JOCKEY] next to Slate. This Vigor is one of the best in game and you'll want 
to have it equipped almost always.

Head through the door to the right and make you way back through the Hall of 
Heroes. You can use Shock Jockey on the water under the bridge to instantly 
kill the two charging men if you want. Back at the rotunda, three men charge 
out of the southern door, and a crow man flanks you from the right after. 
Quickly down the men and use Shock Jockey to stun the crow man. After that, 
he's an easy kill. Exit the rotunda through the southern door, then use Shock 
Jockey on the machine near the gate to open it. Leave this area and return to 
the plaza.


                   2.12 - Return to Hall of Heroes Plaza



There are several enemies out here looking for you. Use the tear to spawn a 
Mosquito, then fire at the soldiers' backs as they try to destroy the 
machine. This is a very good distraction, but it shouldn't last for the whole 
fight. The last wave charges out from under the bridge. Use an automatic 
weapon or a wisely thrown Devil's Kiss to kill them.

After clearing the area, power up the machine near the maintenance door on 
the right to open it. Go up the stairs and collect the [GEAR] on top of the 
desk at the end of the floor. Hop back on the sky-line at the entrance and 
ride down a level to find an armada of soldiers.

For this fight, you can open a tear and send a Motorized Patriot to battle 
for you. This is an absolute lifesaver, as the machine can take a ton of 
damage while you pick off all of the enemies. Be sure to take down the man 
with the RPG first, as he can do major damage if left untouched.

Once you've cleared the platform, take the next sky-line down to the entrance 
to Soldier's field. Even though you previously cleared this area, there are 
another batch of enemies patrolling the area, including a Fireman. Use Shock 
Jockey to stun the Fireman, then shoot him down. After that, clean up the 
normal enemies in the area.

Afterward, cross the bridge back into the opening area. You will encounter a 
Motorized Patriot here, but the combination of Shock Jockey and your gun 
should make the machine no problem at all. After the fight, take the elevator 
back down to Soldier's Field.

Soldier's Field

With the new Vigor, you can open up two new places here to get a few key 
items. After you walk down the alley, head over to the Hotel right in front 
of you and attach to one of the freight hooks. From the freight hook, 
dismount on the second-floor balcony and use the Shock Jockey on the machine 
to open the door. Inside here, you can find a new piece of [GEAR] as well as 
a [VOXOPHONE] ("Calling You Out") on the dresser and the bed, respectively.

Exit the hotel and jump back down. Opposite the hotel, there is the 
bookstore, which is now closed with a gate. After lifting the gate open, grab 
the lockpicks and any other items you might need. Back outside, head over to 
the toy store next to the merry-go-round and lift that gate. In here, there 
is another package of [GEAR] that might prove useful.


Before you return to the gondola, open the tear for the Motorized Patriot and 
have it follow you to the conduit. Power the conduit up and pull the lever. 
After a few rounds of dialogue, Comstock sicks more of his founders on you. 
Begin this fight by protecting the Motorized Patriot from two rocket Founders 
on the ships.

After the Motorized Patriot falls, you should fall back all the way to the 
ice cream shop. Above the ice cream shop, there is a gun turret and cover 
tear. Ride on the sky-line up to the top of the ice cream shop and open the 
tear for the turret. From this position, take out your Sniper Rifle or 
Carbine (or even machine gun) and take down the Founders. After the turret 
gets blown up, open the tear for the cover.

Once you've cleared the Founders, a Motorized Patriot drops down next to the 
gondola. It's possible that your own Motorized Patriot tear might be back up, 
and if so, use the tear and watch the two duke it out while you attack from 
behind. You can also use Shock Jockey on the Motorized Patriot to easily 
defeat it.


After the fight, get on the gondola and tell Elizabeth to unlock the door to 
the controls room. Pull the lever to start the gondola.


Listen to more of Booker's backstory, then exit the gondola. Head inside the 
building, go around the divider, and prepare for a small fight. There are 
five or six Founder Policemen that make their presence known in this room, 
either by jumping down or entering through the door up the stairs. You can 
either drop down some traps and back into the hall, or use the center divider 
as cover to kill them.

After clearing them, stock up on items at the vendors in the right and left 
end of the hall and also look at the [KINETOSCOPE] ("A City Mourns") under 
the stairwell if you haven't already. Near the Kinetoscope, you will also 
find a lockpick.

When you're ready, ascend the stairs and take the elevator to the airship. 
Cross the wooden ramp to reach the interior and grab the [INFUSION] on a 
table and the silver bars on the other. Use the console to start the airship. 
After another truth scene, talk to Elizabeth for an even longer scene. You'll 
end up on the 'docks, back with the same objective again.


                           2.13 - Finkton Docks



She certainly needs a LoJack or somethin'. Walk up the dock and cross the 
wooden ramp into the building with the red door. In here, grab the 
[VOXOPHONE] ("God's Blueprint") in between the desks. Also, use the Veni! 
Vidi! Vigor! machine for some useful upgrades to your Vigors if you wish.

Exit this building and make your way across the dock to the opposite end. 
Open the door to the "Employees Only" building and grab the [GEAR] next to 
the desk. Unfortunately, this sets off a bad chain of events: the cop in the 
room attacks you and then basically everyone on the dock. However, you can 
trap the door and fire from this building losing too much life. There are 
several cops and three Mosquitos in the air. In addition, a Motorized Patriot 
comes out from the inside of the town. In all instances, use the cover of the 
building and your Vigors vigorously.

After the long battle, head inside the town via the platform adjacent to the 
building where you obtained the gear. Follow the halls to an outside area 
with a freight-wreck. Do not step on the Shock Jockey traps, but instead go 
inside the tilted freight and hop back down. Pry open the door in front of 
you to find Elizabeth.


                           2.14 - Beggar's Wharf



Follow Elizabeth across the wooden walkways and crouch under the freight. 
Continue your pursuit as she throws various tears in your way as obstacles. 
The last tear, however, ends badly for Elizabeth as she gets caught by some 
Founder Soldiers.


Grab the [VOXOPHONE] ("Shame of my Service") on the desk behind one of the 
wall dividers. Afterward, open the door behind the wall divider on the 
opposite side of the room.


                         2.15 - Fort Franklin Pier



If you want one, there is a sniper rifle down the ramp in the ship directly 
in front of you. Otherwise, take the wooden ramp to the left and ascend the 
stairs. While you hear Elizabeth's yelling, walk over to the opening. Don't 
waste any ammo trying to shoot the men that are near Elizabeth as the glass 
is bulletproof.

The mayhem causes basically every cop in the area to come after you. There is 
one enemy to the left and several to the right. After a few waves, a ship 
rides down with a turret and an RPG. To begin, you'll want to kill the cop on 
the left, drop down onto the crates, and take cover behind the crates to the 
left. From this position, take out any cops that you see, and when you see 
the ship use Possession on the turret.

After the battle, attach to the sky-line and ride to the other level. Open 
the door to the side and attach to the sky-line that Elizabeth made in the 


Before you pursue her, get onto the sky-line in the opposite direction and 
drop down to the level below the current one. Head inside the jail room and 
grab the [INFUSION] from inside the cell. Exit the cell and attach back onto 
the sky-line. Ride down to the lower platform and try to run over to 
Elizabeth to reach a scene.

There is a [TELESCOPE] to your immediate left and a gondola next to it. The 
gondola has a locked door. It's a five lockpick door, but the room contains a 
piece of [GEAR] and a silver bar. After jumping out of the gondola, ascend 
the stairs to the doors of the Work Induction Center. There are vending 
machines on each end of the hall. In one machine, you have a choice of 
several weapon upgrades if you have the money.


                       2.16 - Work Induction Center



From the start, go left and use the [KINETOSCOPE] ("The Path of the Vox 
Populi...") up against the wall. Afterward, go down the hall and into the 
main room to find out that Finkton is blocked off. Before you continue, go to 
the locked door in the corner of the room. It is a five pick lock, but there 
is an [INFUSION] and [VOLLEY GUN] inside, so it is well worth opening.


There are two more locked doors down the stairs to the left and to the left 
of the blocked gate. Either of these locked doors work. Once down in the 
level below, use Possession on the Motorized Patriot in the middle or the 
room and clear the room of the policemen. There are several men here, so your 
best bet is to set a few Shock Jockey traps to get them trapped. You can use 
the higher level as cover, or even go back to the beginning of this area and 
entirely and fight them at the hall.

When you've cleared the area, go inside the big office below and tells 
Elizabeth to open the one lockpick safe. This safe has around 150 Silver 
Eagles in it. There are also vending machines at both corners of this floor, 
but both machines don't sell anything new. Finally, there is a [VOXOPHONE] 
("Seed of a Lie") in the open locker next to the elevator.

After looting the floor, press the button to call the elevator. While the 
elevator's coming, Elizabeth grabs a journal of a very familiar person from 
the locker. When the elevator finally arrive, get on and press the button to 
ride down. After listening to Fink's propaganda, Booker receives a curious 
call and we descend down into Finkton.


                       2.17 - The Plaza of Zeal (I)



Exit the elevator and grab the [HAND CANNON] on the table if you want to try 
it out. There are also lockpicks and other items on the table. After a 
conversation with the guard, the door to the plaza opens.


In this area, there are works bidding for how low they'll do work for. The 
auction ends pretty badly, but you had to clear the area of the policemen, 
anyway. There are two roads that the policemen come down, and the clock tower 
is in the center of a "square" of sorts. There are two turrets at the end of 
each road that can help you kill the policemen. In addition, you can use the 
start of the area as cover and just kill the turrets later.

After clearing the area, you should really spend the time and pillage 
everything around here while it's clear of cops. Aside from the normal loot, 
there is a [VOXOPHONE] ("The Invisible Color") in the corner of the area with 
the logs. It's to the right of the Good Time Club. There is also a piece of 
[GEAR] on the roof above Gunsmith Chen Lin's establishment. To get up there, 
use the freight hooks that are all around this area.

In addition, you can find a locked door in the corner to the right of the 
elevator entrance. Simply hug the wall and when you reach the corner, you 
will find an outside-platform. It is just a one lockpick door, but inside 
you'll find a [CIPHER] that you can break later on to get an [INFUSION] and 
[VOXOPHONE]. The codebook is in the Good Time Club and you can get it a 
little later in the story.

For now, head inside the gunsmith's store and grab the [VOXOPHONE] ("We've 
Need of a Shepherd") on the tool table before you go inside. In the 
gunsmith's house, go up the stairs to the very top of the building. Booker 
thinks that this place has been ransacked, and if you go back downstairs, 
you'll see a crying Mrs. Lin who confirms his suspicions.


Exit the gunsmith shop and a Handyman drops down from the sky. This battle 
can be tough, but if you use Shock Jockey liberally while shooting at its 
heart (like the game prompts), you shouldn't have too much trouble. The 
Handyman drops some [GEAR] after the hard-fought battle: be sure to pick it 
up, wherever you killed him. After that, go to the Good Time Club, which is 
located at the end of the square.


                         2.18 - The Good Time Club



Walk inside and listen to Fink's job pitch. Go up either set of stairs and 
look at the [KINETOSCOPE] ("Crime Comes to Shanty-Town") on the wall next to 
the vending machine. When you're ready, enter the main part of the club to 
start your job interview.

For this part, you must go through a few different waves of fellow 
applicants. The club itself is a large area and has quite a few tears, but 
they are all gun tears aside from the medical kit tear to the right behind 
the counter. Speaking of which, this is the best place for cover in the 
entire area. If you crouch behind the counter, the enemies must come to you, 
and you can even headshot them while you are crouched if you aim just above 
the counter. Also, you can use the medical kit if you are hurt!

The first wave consists of several normal gun-touting men, but there is also 
one Fireman. If you stay up near the bar, you can completely disregard the 
Fireman for now and just pick off the men as they come up to the second 
floor. When you've cleared them, fire away at the Fireman and make sure to 
dodge his explosions.

For the second battle, you must kill a Crow man this time. He flies down onto 
the blue crate in the center of the stage, and you can get a few shots in on 
him if you are quick enough. He'll just fly right over to your position 
behind the counter, but you can take care of him quickly if you stun him and 
blast away. As with the last wave, you'll also have to kill several normal 

For the final battle, you must face several machines. First, two turrets 
break open from the crates on either side of the stage, and then a Motorized 
Patriot breaks out of the crate in the middle of the stage. For this fight, 
you should use Shock Jockey on the Motorized Patriot and quickly defeat it, 
then destroy the turrets the old-fashioned way: use cover and fire when its 
safe. After the two turrets, three Mosquitos fly down from above, but these 
machines are a pushover at this point in the game.

Now that you've humored Fink enough, he opens the curtains on the stage for 
you to get to Mr. Chen Lin. Before you do so, however, go down the stairs 
near the counter and tear medical kit, then open the door next to the vending 
machine. In this private bar area, there is an [INFUSION] on the counter.

Make your way onto the stage and head into the door on the right. In this 
preparation area, grab the [VOXOPHONE] ("Changing My Tune") on one of the 
makeup tables. After collecting it, go through the door and descend to the 
basement level.

Here, there are two guards that can be killed without much trouble. Head down 
the hall and go through the open door to the right. Elizabeth reads the 
chalkboard and tells Booker that Chen Lin is in cell number nine.


Tell Elizabeth to open the locked door. Before you enter fully, kill both of 
the patrolling guards inside before they catch you off-guard. In this 
"disposal" room, you can find the [CODEBOOK] on the Chen Lin posters on a 
crate. With this, you can crack the code back at the clock shop.

Head through the adjacent room with the projector of Mr. Chen Lin being 
interrogated and creep into the next room. It's a long, narrow room with 
cells on each side, and there is one guard patrolling the hall. Kill him 
first, then kill his buddy who opens a door to the right. Grab the 
[VOXOPHONE] ("His Design for Cruelty") on the stool close to your end of the 

At the cell that the guard came from, you can find Slate if you spared him 
before. You can kill him now if you like. At the very end of the hall, there 
are two cells: number eight and number nine. Chen is in number nine, but open 
the five lockpick door that is number eight and collect the [GEAR] inside.

Afterward, tell Elizabeth to open number nine and go down the series of 
stairs to the bottom. Press the button the far side of the room to find a 
deceased Mr. Chen Lin. Investigate the body and watch the scene that follows. 
Seems your favorite couple is at it again.


If you've gotten everything that you wanted in the Good Time Club, open the 
tear to go to a brand new world.


If you want, grab the [REPEATER] that is on the table in what was the 
interrogation room. It is a pretty good weapon and you should try it out if 
you don't have a good secondary weapon yet. Head back up the stairs, through 
the cell area, and back into the Club itself.

There are men in the big area with the stage, the same area where you fought 
those three waves of applicants. Thankfully, these are just normal enemies, 
only armed with guns, and they shouldn't prove much of a challenge at this 
point in the game. Just use the stage as cover while you blast away.

Once the area is clear, make your way to the opposite end of the room and 
take a look at the [KINETOSCOPE] ("The First Lady") before you ascend the 
stairs and leave the club the way you came in. At the entrance, you'll also 
find another [KINETOSCOPE] ("Gun-smith Set Free!") to strengthen the story of 
this tear. After that, exit the club to go back to the plaza.


                       2.19 - The Plaza of Zeal (II)



You might as well clear this area and loot it again. The left part is blocked 
off, so you must go all the way around the square to get to the gunsmith's 
shop anyway. Aside from the normal guards, there is a flak cannon man that 
should have priority in the killing queue.

After clearing the area, you might as well go crack that cipher. In the 
locked room, Elizabeth spills the code: "The broken clock... tolls at 
midnight." This one's easy, as the clock you must set is right next to the 
cipher. Set it to midnight to open a hidden safe that contains an [INFUSION], 
a [VOLLEY GUN], and a [VOXOPHONE] ("A Truer Allegiance").

After that, head to the gunsmith's shop. There is a turret right outside in 
front of it, but you shouldn't have much trouble destroying it.


                         2.20 - The Gunsmith's Shop



Inside the shop, ascend the stairs to the top and talk to Mr. Chen Lin. He's 
not much help, so descend the stairs to find Sarah Lin at the Comstock 
statue. She states that they took Chen Lin's tools to Shantytown.


Exit the gunsmith's shop to find a plaza that is, yet again, overran with 
cops. It is possible to sprint to Shantytown's doors and ignore these guys if 
you like. Shantytown is easy to spot, as there is a big sign above the door 
with the name.

Through this door, pull the lever to make the freights move. After some idle 
chat about Elizabeth's missing finger, the next door opens. In this area, you 
should open the gun turret tear to the right and use Possession on the RPG on 
the rafters in front of you. With both of these distractions, you can easily 
pick off the enemies in this area. In addition, there are several puddles in 
this area that you can use to fry any enemies that go across them.

After clearing the area, head to the building ahead of you (ignore the locked 
Vigor for now) and push the button in the elevator to reach Shantytown.


                             2.21 - Shantytown



Exit the elevator and walk past the disgruntled, poor people. At the street, 
go left to find a store with an [INFUSION]. The owner of the store attacks, 
but he can be easily defeated. Make your way back down the street and descend 
the stairs to the left. Take out the two enemies and enter the Graveyard 
Shift Bar.

In here, enter the backroom next to the bar counter and descend the stairs. 
Grab the [VOXOPHONE] ("Fanning a Flame") on the desk. You can also use the 
guitar to find out that both Booker and Elizabeth should audition for 
Columbian Idol. Still on this basement level, look near the stairs to find 
some [KEYS] on top of a barrel. We'll find the box to unlock soon enough.

Make your way back through the bar and onto the street again. This time, go 
down the street. At the steps, there are some poor people trying to ransack a 
vending machine. Open the tear that is near them to give them food, then 
collect the Silver Eagles on top of the vending machine.

Head down the street, past all of the people and bonfires, and you can find a 
piece of [GEAR] next to the vandalized machine near the steps. The Bull House 
Yard is down those steps, and this is unfortunately a big battle.

First of all, the yard is crawling with the normal everyday Founders that 
don't prove too much of a problem. However, there are more Founders on the 
sky-lines, and yet more on the balconies in this area. To top that off, there 
are two gun turrets in the building ahead, and two rocket turrets above them.

Quickly clear the area below you of the Founders, then jump on the sky-line. 
Hop from sky-line to sky-line until you reach the balcony with the medical 
kit and a lone Founder. Kill him, then set up shop on the turrets. The rocket 
turrets can't touch you from behind one of the pillars, but the normal gun 
turrets can still do damage. Either grab the RPG here or use a gun and take 
down the small turrets.

While you are destroying the gun turrets, the rocket turrets should fire off 
but hit the building around you. After you've dealt with the two small 
turret, get to work on the rocket turrets. Again, use the RPG or a normal gun 
and just blast away. You can also use Shock Jockey to make these machines 
vulnerable, which will vastly increase your damage to them.

With the heavy turrets out of the way, open the tear for the rocket automaton 
on the opposite end to take care of the Motorized Patriot, then clear the 
area of any remaining stragglers. Before you continue, take a look at the 
[TELESCOPE] on the upper floor at the start of this yard. After that, 
navigate the sky-lines to the building with the rocket turrets and tell 
Elizabeth to unlock the door.


                       2.22 - The Bull House Impound



Head through the gate and go inside the office to the right. In here, there 
is a [KINETOSCOPE] ("Fitzroy Spotted!") and a few desks with food to recover 
your health. When you're ready, enter through the red doors back in the hall 
to reach the central part of the impound.

With this area crawling with enemies, the first order of business is to use 
the tear in front of you to call cover. Run over to the cover and use it as 
you take out the guards in front of you. This cover is extremely effective as 
it protects against both side flanks. Just remember to shoot at the enemies 
on the second floor, as well.

When Elizabeth alerts you to the presence of a Motorized Patriot, you should 
sprint upstairs and immediately use Shock Jockey on it. After that, simply 
gun it down. You can also use Possession on the Motorized Patriot if you 
still have regular guards left to defeat.

With the area clear, search the interrogation room nestled in the left corner 
on the first floor. There is a [VOXOPHONE] ("Terminated") under the desk. 
Ascend the stairs to the second floor now. There is a chance that you might 
encounter a few guards who weren't previously defeated in the last firefight, 
and if so, just kill them as you would any others.

Of utmost importance, search the room near the stairs to find a locked room. 
This is a five lockpick room, but it contains both an [INFUSION] and a piece 
of [GEAR]. After collecting those, go over to the central area of the second 
floor, which houses an office of sorts. In the far room on the left, there is 
a [VOXOPHONE] ("That Goddamn Key") on a desk. More importantly, next to the 
desk is the locked chest, and this contains another [INFUSION].

With all the special items out of the way, feel free to pillage whatever else 
you can find on the first and second floors. When you're ready, head down 
into the basement to find the tools. Tell Elizabeth to unlock the door, then 
head down to the tools themselves. Search the cells around here for various 
items, including a Silver Eagle bag and a rack of Carbines.

Back at the tools, Elizabeth and Booker ruminate on how the heck they plan to 
haul them back, but then Booker sees a tear. Open the tear and grab the 
[BURSTGUN] from the crates if you want to try it out.


Ascend the stairs and follow the small walkway to the office room. Grab the 
[VOXOPHONE] ("Kindling") on the desk and ascend to the main floor. From here, 
walk back out to the Bull Yard.


                           2.23 - The Bull Yard



Things have changed a lot. The men in red won't attack you; in fact, they'll 
help you defeat the enemies in this area. There are a few enemies on the 
level below, as well as a turret, but both are simple to defeat at this point 
in the game.

Make your way back through Shantytown. With things the way they are now, it's 
a walk in the park. You should go to the Graveyard Shift Bar again and grab 
the [VOXOPHONE] ("Drawing Dead") on the counter. Outside of the bar, you can 
find another [VOXOPHONE] ("That Eternal Shore") on the ground next to the 
dead Handyman. There are a few soldiers taking pictures with the dead 
Handyman. After that, ascend the stairs and use the elevator at the end of 
the street to return to Finkton Proper.


                           2.24 - Finkton Proper



Grab the [CHARGE] Vigor from the busted-open cage in the ticket booth. Make 
your way around the divider to the same gunfight area. Open the tear for the 
turret automaton and take out the rocket man on the ship first. After that, 
kill any of the stragglers still around on the ground. Head into the freight 
area, pull the lever to move the freights, and exit back to the plaza.

This is another area with both allies and enemies. The allies are to the 
right, and the enemies are to the left. Take out the Mosquito flying in the 
street and the two Founders. Make your way down the street toward the 
gunsmith's shop, and destroy the turret on the far side. In the gunsmith's 
shop, grab the [VOXOPHONE] ("All Debts Paid") and investigate the bodies. 
After that, it's off to see the factory, the wonderful factory of Columbia.


                          2.25 - On to the Factory



Outside of the gunsmith's shop, there are a few allies opening the door to 
the factory that was closed earlier. Watch them blow up this door, then the 
next door, and then rush into the long courtyard. Here, you should use 
Possession on one of the turrets and pick off the enemies in front of you 
while they are distracted.

Move up to that position, and Elizabeth alerts you to a Motorized Patriot. 
You can use the tear for the Rocket Automaton, but the machine probably won't 
last long. Just use Shock Jockey and spray some bullets into it. After that, 
clear the remaining men near the gate. A few waves jump down, but your own 
allies can take care of them.

At the gate, the Vox Populi attempt to open it for you, but they can't with 
the zeppelin firing overhead. Time for a little sky-line ride.


                        2.26 - The Factory Courtyard



Sprint to the sky-line and attach to it. This is a long ride, but you'll 
weave in and out of buildings and finally see the airship. Sky-line strike 
the enemy on the platform, then use Possession on the turret to kill the 
other enemy.

Run inside the zeppelin and take out the normal enemies. There is also a 
turret and a Motorized Patriot in this room that make great Possession 
material. After clearing the room, destroy the engine to take out the 


Right after destroying the engine, head over to the hatch to the left and 
look down to see a sky-line. Jump down and attach to it, then dismount near 
the entrance to the factory. Ascend the golden stairs to the factory. Before 
you enter, use the [TELESCOPE] in the center of the stairs.


                             2.27 - The Factory



Inside the factory, take either door to the following room. Since there are 
also a few allies, the battle in this room shouldn't be too difficult. There 
is a turret and two Founders - destroy the turret first, then take out the 

In the following room, pick up the [GEAR] from the fallen dolly. After you've 
taken everything in this area, ride the elevator and look through the window 
to see some of the factory. Answer the phone to realize you actually have 
another enemy, and exit the elevator to see two enemies smoking in front of 
you. Take both of them out and then their friend who curiously scampers 
across the room.


Repetitive objectives ahoy! In the room to the left, there are several 
vendors that sell new upgrades and the normal stuff. Consider upgrading some 
of your Possessions and weapons if you have extra cash. Before you leave this 
room, search behind the Dollar Bills vending machine to find a piece of 

Head back out into the main hall, and search the desks behind the small 
divider to find a gold bar and a silver bar. You can also find a [VOXOPHONE] 
("A Child Needs A Protector") in the corner near a few chalkboards. Finally, 
pick up the [UNDERTOW] Vigor near the dead troop. This is another extremely 
useful vigor: it's right up there with Shock Jockey, and can be used in 
combination with Shock Jockey to amazing effect.

Tell Elizabeth to unlock the door. In this area, there is a whirling clock in 
front of you. Run up to the window under it and watch a horrific murder. 
After that, you are caught in a tough fight. This fight might seem extremely 
difficult at first, but if Undertow is used effectively, it isn't too bad.

Begin by riding the sky-line up to the top platform. From here, jump down to 
the hovering ship and use Undertow to blast the enemies off. They instantly 
die once they're in the great abyss. From here, jump back to the upper 
platform and wait for the enemies to relentlessly ride up the sky-line and 
drop down.

Each time they drop down, kill them with your gun or throw them off with 
Undertow. There is also a Tesla Coil on the ground that you can use to 
electrocute enemies. Finally, a Handyman is summoned - use your Undertow and 
Shock Jockey Vigors to defeat him without much trouble.

After clearing the area, head back to Elizabeth and boost her up into the 
vent. There is a long series of events in which you press the action button. 
Once it's over, go inside both doors on the right and left of the clocktower 
(where the big killin' happened) to obtain an [INFUSION] and a [VOXOPHONE] 
("Apology"). There is also a [TELESCOPE] near the Tesla Coil out front.


Follow Elizabeth down the hall and into the ship. From here, knock on the 
locked door to no avail, then walk back over to the controls and set a 
course. Watch the series of events and Booker ends up back on the ground.


                               2.28 - Emporia





                                3. Credits


  *  CJayC for creating GameFAQs.
  *  Sailor Bacon and Devin Morgan for continuing, maintaining, and 
     administering GameFAQs.
  *  You! For reading this guide, of course. :)


                          4. Contact Information


If you have any questions, comments, suggestions, inquiries, spam, additions,
grievances, hate mail, and general overall concerns, please email me at:

"andrew.c.testa(at)gmail(dot)com" <>

All I ask is that you put "Bioshock Infinite" or "Bioshock" in the 
subject line so I know what the email is about. I don't mind if u talk liek 
dis 2 me or whatever, so long as I can understand you. :)


                           5. Legal Disclaimer


This document is Copyright (c) 2013 Andrew "TestaALT" Testa. All Rights
Reserved. This document may not be reproduced under any circumstances except
for personal, private use. It may not be sold, altered, or published in any
way without the advanced permission of the author. It may not be placed on
any website or otherwise distributed publicly without advance written
permission. Use of this guide on any other website or as a part of any public
display is strictly prohibited, and a violation of copyright. All trademarks
and copyrights contained in this document are owned by their respective
trademark and copyright holders. All sources, which have contributed to this
document, are cited and/or credited in some form. The only sites that I
allow this document to be viewed at are GameFAQs <>,
IGN <>, and Neoseeker <>.


Thanks for reading this guide! :) You can see some of my other work at:


                                             Copyright (c) 2013 Andrew Testa