Bioshock Infinite Version 1.00 By RagingTasmanian ********** About Me: ********** This is the second walkthrough I have written, and some of you may have read my first walkthrough of the PS Vita game: Persona 4 Golden. I really like the Bioshock series, and Infinite was no different. I will be honest though, it was really hard to understand at some points and a lot of things stopped making sense. But despite that, I loved the gameplay and the adventure with the story being quite alright. Something I felt could have been better, but you know, it was alright. Please do not hesitate to contact me at email@example.com and putting Bioshock Infinite in the subject line to discuss any points with me. I would love to hear back from readers and am open to feedback. ***************** Version History: ***************** Version 1.00 (Started April 6th 2013, Finished April 16th 2013) I had to play through the game at least once before I felt I was qualified to write a walkthrough on it. What has been written so far is a first run where I recorded every single detail that I noticed while playing on Hard. I will have to go back and edit some details, as I am missing a lot of information. But the walkthrough should still prove sufficient for those who want to beat the game. *********** Copyright: *********** This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. This was written by Victor Tan and will remain written by this author unless stated otherwise. Any attempts at plagarism may face subsequent legal action. Version 1.00 Copyright 2013 Victor Tan ******************* Table of Contents: ******************* (I'll improve this later, but for now please bear with me!) -Introduction -Characters -Combat -Walkthrough -Extras -Credits and Thanks ************** Introduction: ************** It is 1912. And a technological wonder has just risen in the world. A city in the sky, Columbia. It represents the pinnacle of American values and traditions. It is also technologically advanced and ahead of its time. It is led by Father Comstock, a religious figure, who controls Columbia and maintains an iron fist against those who would dare to disrupt Columbia's peace. However, a man named Booker DeWitt arrives in Columbia. Tasked to find a girl named Elizabeth to bring back to New York, his attempts to find her disrupt Columbia's peaceful life, and begins to slowly unravel the flaws that Columbia has tried so hard to hide. ************ Characters: ************ --------------- Booker DeWitt: --------------- A man plagued by debt and a seemingly complex past, Booker DeWitt is tasked with finding a girl and taking her back to New York in order to pay off some of his debts. ----------- Elizabeth: ----------- A girl with a mysterious ability to open dimensional tears and is locked up in Columbia. ----------------- Father Comstock: ----------------- The ruler of Columbia. He looks over the city and ensures that everything is going perfectly. However, he seems to have a secret agenda for Columbia, one that Booker threatens to expose. ---------------------------- Robert and Rosalind Lutece: ---------------------------- The twin duo that assist Booker in his quest to find Elizabeth. Why are they helping Booker, and what is their ultimate goal? Shrouded in mystery, only time will tell. ******** Combat: ******** Not surprisingly, combat is the name of the game in Bioshock Infinite. This happens to be one of the games where story takes a backseat, and you will have to get violent, because Columbia doesn't seem to want Booker, and Booker isn't leaving without Elizabeth. Naturally, there is a problem. Combat takes (surprisingly) three aspects in this game. 1. Melee combat 2. Ranged combat 3. Vigor combat Most people can walk through this game barely touching melee combat. It is, however, very unlikely that you can beat this game without ever using ranged and Vigor combat. As you get into the harder difficulties, you may find yourself needing to use more Vigors than you do your ranged weapons. I will describe the three in detail, because it will help you develop your own style of combat. -------------- Melee Combat: -------------- At the very beginning of the game (and no spoilers here), you are given a melee weapon. As Jack had the Wrench, Subject Delta had the Drill, Booker has the Skyhook. The Skyhook has only one attack, and it's used to confront enemies that get into melee range. If you hold down the melee attack button when a skull appears above an enemy, you will be able to instantly execute them, taking away all their remaining health and killing them instantly. To be honest, it's not a very great way to fight. However, boosted by the various Gears in the game, you can eventually turn the Skyhook into a powerful asset, being able to fight against even the toughest enemies in the game. --------------- Ranged Combat: --------------- Also at the very beginning of the game, Booker will get a pistol. No real surprises here, but you will need firearms in Columbia or you will find yourself dead. Guns only have one mode of firing in Infinite, but to make up for that, you will find alternate versions of some weapons to give you more choices in your combat style. Your firearm choices are: - Pistol - Machine Gun/Burstgun - Shotgun/Heater - Hand Cannon - RPG - Sniper Rifle - Volley Gun/Hail Fire See which guns work for you. You can only carry two at a time, so do be sure to specialize in a few. You can't upgrade everything effectively anyway, so it is always best to try out weapons and see which guns fit your playstyle. -------------- Vigor Combat: -------------- You will encounter Vigors very early on. Just like the ADAM you found in the first two Bioshock games, Vigors will provide Booker with the special edge he needs to take down the military force of Columbia. They have many different uses, and there are 8 in total. They are: - Possession - Devil's Kiss - Murder of Crows - Bucking Bronco - Shock Jockey - Charge - Undertow - Return to Sender You will have to experiment with them to see which ones work for you. They also have different combinations that provide extra uses, so do try to use more than one Vigor when fighting an enemy. You never know what you might find. ************* Walkthrough: ************* Prior Notes: I am playing the PC version on Steam, and I did buy all the Season Passes and other such additions to the game before it came out. I also am writing this guide on Medium, only because unlike my expertise in my other FAQ that I wrote for Persona 4 Golden, I'm not a great FPS player. While I don't think I am so bad I need to play on Easy, I don't think I want to start cringing through Hard just yet. I have, though, played through this on Hard and wrote the FAQ as it was on Hard Mode. So all the content should be compatible with all levels of difficulty. I also won't be listing all the items that you get from fallen enemies or from searchable objects. They all seem to differ, and it would seem awfully repetitive and technical if I went through everything. I will, however, make notes of more important things to keep track of. I will also try keep spoilers to a minimum. However, if there's stuff you want to talk about, you can drop an email and talk with me about it (or look it up on the Internet and such). ---------- Prologue: ---------- "Booker...are you afraid of God?" "No. I'm afraid of you." The "We're on a boat" reference applies well here. You start off as Booker Dewitt, and you're sailing with an unnamed gentleman and lady (who start off aptly unnamed), and you're handed a box with Booker's name on it. While the gentleman and lady are conversing in what appears to be a non-sensical conversation, Booker opens the box, revealing a pistol, a picture, and some other box items. The picture is of a girl with the name Elizabeth written on the front. On the back are instructions to (presumably) bring her back to New York unharmed. After a while, you'll arrive at the port. You gain control of Booker at this point, so climb up the ladder on your right. Once you climb up though, you are abandoned by the gentleman and the lady as they row away. Fantastic. You can also go in to the small shed in front of you, and if you turn to your left and look at the ground, there will be some Silver Eagles. That's the currency of this game, and is used to buy things. More on that later. But it's not such a large amount that you NEED to pick it up; just saying that it is there. Keep heading towards the lighthouse. Once you are at the door, you can run to the left where you will find a barrel that you can search and a Silver Eagle. Once you're there, walk to the door and knock. That message on the door is eerie. And so is the sign when you come in. Booker sounds pretty calm despite all this. I'd be pretty scared right about now. You can check the basin if you want, but nothing happens. Keep going up the stairs. At the next floor, you can check the cabinet for some items. At this stage in the game, you might be prompted about searching places for items. For most players, the cabinet on this floor is the first time you will search and get any sort of item. You will also learn that you can search places for items and such. Keep that in mind, as it will be very handy. You can also use the telephone and sink on this floor but they do nothing. Climb up the stairs again to find Silver Eagles on the table and a dead person who has apparently been stabbed in the face. Ouch. The person also has a note written on the front telling you not to disappoint them. Creepy. Even Booker gets a little creeped out after seeing that. You can also search the barrel on this floor. Continue the climb up until you are at a door with bells. You can quickly run around the other end to search a barrel, but nothing important. Now examine the bells and Booker will pull out the card you saw earlier with symbols and numbers. Well, what a coincidence, it looks like that is the code to ring the bells! Ring the scroll once, the key twice, and the sword twice if you aren't looking at the card while doing this. The lights and sky will start turning red at random, and then the door will open after that is all finished. Sit in the chair, and whoops, looks like Booker lost his pistol. That was a terrible way to lose it, but nothing you can do about it as you are launched 15,000 feet into the air shortly after. --------------- Welcome Center --------------- "Why would He send his savior unto us," "If we will not raise a finger for our own salvation?" "And though we deserved not his mercy," "He has led us to this new Eden," "A last chance for redemption." After you have arrived in the city of Columbia, you will be released from your bindings and see your health bar appear. Looks like things could get serious in a bit. OBJECTIVE: FIND A WAY INTO THE CITY You can check where you need to go with the corresponding button/key that is shown (for PC users, it's the N key by default). I will write the rest of the guide as if you used it to know where to go. There's only one way, so go left into the Welcome Center, and you have a number of routes. The left of the statue has Silver Eagles for collecting, as well as a saying "And in my womb shall grow the seed of the prophet". To the left of that is a searchable gift box and Silver Eagles, but if you search the right side, you will find your first Voxophone. These are similar to the Audio Logs in Bioshock/Bioshock 2. They don't have subtitles, but don't worry, you can find transcripts of the Voxophones in the Gameplay Menu (opened by the O key), so don't worry about having to know what it is saying without subtitles. On the right of the statue with the sign "The Lamb, the future of our city" has some more Silver Eagles. Both the left and right of the sign have searchable objects (barrel and fiddle case) and Silver Eagles respectively. When you are done, go to the center path with the man in white. After a conversation, go down the spiral staircase and make your way to the crowd. Here, you will have to go up through the crowd until an option appears to make your way to the front of the crowd. Eventually the priest will say a few words and offer to baptize you. Regardless of your religious beliefs, you need to accept the baptizing in order to get into the city. Watch the resulting scene that follows. You will wake up in an office space. You are not sure where you are, but it concerns Booker and the deal he made. There's not much to do here, so open the front door and see what follows. It's important to note that there are two doors; the one on the right can't be opened, so open the door in the front. After the vision, you will wake up in a new area. ----------------------------------- The Garden of Eden/New Eden Square ----------------------------------- Once you wake up, follow the stairs. Both left and right lead to the same area. Once at the top, you can turn left/right to the benches, where some fruit and Silver Eagles are. You can take the fruits, as you may have noticed you lost some health. More money is obviously more appreciated. Follow the path; it's pretty linear so nothing to see. You can dive into the pond for some Silver Eagles (not something to do in real life by the way) if you would like. There are also more benches that have fruit and a soda. The soda isn't very important yet though. Once you pass through the door, you are officially in Columbia! Now you can begin your search for Elizabeth! And don't worry about having to see all the city has to offer; you can come back here later. I'll point out when you make critical decisions that force you to leave an area. When the city has aligned, you can get off and explore. You will now enter New Eden Square, and eventually reach a large circle with Father Comstock, the city's founder and prophet, in the center as a statue. You can head to the right of the circle, in a store called Hudson's, to obtain Voxophone #2 and a handy Kinetoscope, which contributes to your Sightseer Achievement. That's the only place to explore, so keep heading along the path until you reach a small parade that you must wait for before continuing. It's a little bit about the history of Columbia, so it's a little interesting. Once you are through, you can proceed onward. You learn a bit about a raffle, but that doesn't concern you yet. You can search the field of grass to your left for some food, and then go up into the grocery store for some goodies and a health kit. Despite the honor system, you are still able to grab all the Silver Eagles in the box, even the one you put in yourself. There is also another Kinetoscope to the left of the grocery. After leaving the grocery, you come at a crossroads in which you can head either straight or right. Since right is the way you need to go, we can head straight first. Follow the path to the garden, and sitting on a table in the garden is Voxophone #3. There are also searchable places around here. Follow the path, picking up foods and searching places as you go. If you wonder where the music is coming from, search around the flying airship to find a singing quartet. Keep following the path until you reach a statue and then receive a telegram from a boy. It's from a person named Lutece which gives you a little bit of info about what not to do, especially not picking the number 77. Don't know why that's there. You now have a new objective. OBJECTIVE: GO TO MONUMENT ISLAND AND FIND THE GIRL You can go either left or right. Left has a Telescope you can look through as well as some searchable goodies. Keep going right to enter a fair. You can also explore more but nothing more than searchable goodies. Once in the fair, to the immediate right is a Kinetoscope you can view. Here is a time you can test out your FPS skills, as well as test out using the new Vigors that Bioshock Infinite introduces. These are basically just like the Plasmids of the previous Bioshocks, and are powered by Salts. You may have seen this come up a few times, but it's not any different from the EVE that powered the Plasmids. There is a lot to see, but not much to do but play really. There are also prizes to be earned, so do take that into account. After you're done playing, keep heading through the fair. You can pick up the new Posession Vigor from the girl on the side, which will introduce you to Vigors and how they work. Posession in particular lets you take control of machines that you may find around Columbia. This is necessary to pick up as it will let you get past that annoying security machine in the front. Once through the gate, you will be approached by a man and a woman, who sound suspiciously like the ones who rowed you to the lighthouse. How they ended up there is a mystery, but they ask you to flip a coin. Regardless of the result, just keep heading forward. You now see the first of the vending machines, Dollar Bill, which you can buy supplies at. There shouldn't be anything you really need, but you can stock up on health or salts depending on what you need. You can also test out your Posession Vigor on the vending machine, in which it spits out Silver Eagles for you to pick up. Keep in mind this only works once per machine though; it can't be repeated for infinite money. There are also some Silver Eagles on the ground next to the vending machine, as well as some food. Keep going on the path; there isn't much to see apart from searchable items along the way. You'll reach a sign that talks about the False Shepherd, who is coincidentally identified by the same mark that Booker has on his hand. That can't be a good thing. Keep following the path to the Raffle Park, where there is another Dollar Bill machine for you to purchase from/Possess. You can go to the left, but there is nothing there but a roadblock and policeman, so go straight and follow the path of people, picking up some searchable objects as you will. The path is quite straightforward, so just proceed on and you will see the raffle, hosted by Jeremiah Fink. Make your way into the crowd (you can't move on anyway) and eventually a woman will call out to you. Talk to her and you will start participating in the raffle, as it is free to join! You now have to draw from a basket of baseballs. However, Booker draws #77 (the number you are supposed to avoid according to Lutece), and as it turns out, that's the winning number. You are now asked to step up and throw the baseball at what looks to be an interracial couple. You do, however, also get the option to throw the ball at the announcer. Pick your choice. Before the ball is thrown, however, the police catch Booker and interrogate him, with Fink announcing that Booker is the False Shepherd and needs to be taken care of. Before the police handle Booker, he decides to retaliate and take control of the situation by killing the policeman and taking his weapon. Watch the scene, as it is one of the coolest scenes ever. I guess this is what Lutece was getting at, but Booker still is pretty good at this. Sadly, the coolness is short-lived, as you now have to get to killing the other policeman and subsequent reinforcements. You have a Sky-Hook now, which works as your melee weapon for the game. It's pretty useful, but now your only weapon of choice, so use it well. Kill the reinforcements, and after a short while, a message will come up, saying that if you see a skull on the enemy, you can hold the melee attack button (the V key for PC users) to execute the enemy. The benefit of that is you are invulnerable during this process, so do try to take advantage of that when you can. There are two more Policemen waiting for you at the top of the stairs, so kill them as well. You hear more reinforcements coming, and this results in two more Policemen arriving. One has a bat to hit you with, and another will shoot you with a Pistol. Kill both of them, and you will get a nice Pistol to use. Now that will serve as your ranged weapon for the time being. The path is pretty straightforward for now, so pass through the gate into the areas with cages. There is also a vending machine here if you need it, as well as another Voxophone you can pick up. This vending machine caters to Vigors, but chances are you don't have the money to buy the upgrade, nor have the Vigor to upgrade in question. More Policemen will arrive, and this is a good chance to test your shooting skills out. Follow the wooden bridge up and you will see a mechanical Turret in front of you. Right now it would take a lot of effort to destroy, so use your Possession Vigor on it and proceed on, taking care of the Policemen that will come to dispatch you. Jump off the platform with the turret and you will find yourself back in Raffle Park. Continue straight to the area that had the road block, and keep killing the Policemen, who will now start to have Pistols to fire at you. If you haven't started, search the bodies and boxes for some health, salts, and ammunition for the pistol. At this point I'll stop referencing what you can search unless you're in a closed space, as most of what you'll find outside at this point is usually the typical searchable objects. Unless, of course, there is something of note to get. Keep proceeding through the gate, but do be careful as there will be a turret firing at you. You can destroy it if you want, but I suggest Possessing it first before you run from it or destroy it, as it will hurt you badly. You'll see two more Policemen trying to stop you, and they will reference a "Fireman" that is coming to take care of you. Doesn't sound good. Stock up as needed and when you're ready, open the gate. And there's the Fireman we're talking about. -------------------- BOSS FIGHT: FIREMAN -------------------- Well, he's not REALLY a boss. But he will be much tougher than the Police that you have been seeing (I hope that was obvious though). The main offense of the Fireman is that he throws flame orbs (or grenades) at you, which cause a lot of damage. The orbs/grenades will also explode after a short while, so you need to keep moving around to avoid getting hurt. Getting close is not recommended, so you need to shoot at him with your Pistol to defeat him. To close the distance, the Fireman will also run around to try and hit you, so keep moving while taking cover and firing at him with the Pistol. Take cover when the grenades are thrown (there are carts around the area you can hide behind) and keep shooting and aiming. Eventually, you will kill him and he will explode. After he dies, you can check the remains to find a nice health kit, restoring salt bottle, and the Devil Kiss Vigor, which will give you your first offensive Vigor and the ability to throw flame orbs/grenades like the Fireman did. You can also hold the Vigor button down to generate a flame trap for enemies who try to get close to you. Keep going forward and you will face a Turret and four Policemen. I recommend using a Devil Kiss throw on the Turret, as it fires faster than the Policemen and has better aim, which will make short work of you. After that, the four Policemen aren't much of a problem. Keep going along the path, as there's not much room to explore now. You'll reach a place called the Blue Ribbon. It's a restaurant apparently. Search around and enter when you are ready. ------------ Blue Ribbon ------------ When you first enter, there are three Kinetoscopes right in front of you. Look at each of them, and continue on, searching as you go. If you bought the Season Pass, you will be notified of the rewards you get, and how you have to pick them up before you leave. Keep walking through the restaurant, deviating from the path to search around, until you reach the Gentleman and Lady from before. Talk to the lady first before you keep searching, and you will receive the Shield upgrade, which will defend you from incoming attacks as long as you have some Shield power left. This will be represented by the yellow bar that has now appeared above your health. If you bought the Season Pass, there are 4 gears on a table, as well as 5 Infusions scattered about the place. Gears are like equipment that give you different properties in combat (like the passive ADAM upgrades in the past Bioshock series) and the Infusions are upgrades to your health, salts, and Shield bars. Go past the Lady after your preparations and go into the kitchen, where another Voxophone awaits you. There is only one path to follow, so walk until you are outside. There, you will see a Skyline and instructions on how to use your Sky Hook to ride along the Skylines. Jump to the Skyhook and get used to the movement while you reach your destination at the end. ---------- The Hooks ---------- If you're not sure where the hooks are, at the end of the path, look up and see if there is a hook that glows green. You see that you can attach to it, so attach to it and you will start jumping around. At the end of the path, you will see a Policeman who can't see you. You can either drop down and kill him, or you can do a Skyline Strike and kill him instantly with the Sky Hook. At the bottom, you will find a Machine Gun to use as well as some ammo for it. Proceed onward and a group of Policemen will try to ambush you. There are about 5 of them, and it will be a small area, so do your best to avoid damage. There is also a small hut you can take refuge in. Past the hut is a Turret and more Policemen. Take out the Turret first, using the hut to hide behind. As you proceed, there will be another Turret, so be careful while running down. That Shield upgrade sure comes in handy in times like these. Walk down the stairs and there will be three Policemen waiting for you. Dispatch them, and you can either go on and jump to the Skyhook or if you look at the glass panes, you can break one of them to enter the Lansdowne house and explore a little. There is even a Voxophone to be found in the child bedroom as well as lots of searchable goodies. In the child bedroom, you also get an optional quest to find a key that will unlock a chest that can't be opened right now. When you're ready, jump back on to the Skyhook outside (which will also let you back into the Lansdowne residence again) and jump down. Enter the building with the door on the right, which leads you to the Montgomery Residence. Head to the left (right is full of searchable objects) and you will find a man and a woman bickering. But they put all that aside when you come in, and they happen to shield you from the police that come looking for you. I'm not sure if you can kill them, but as I would rather not fight if I can avoid it, I did not attempt to. Search the house if needed, and continue outside. Outside, there is a vending machine, as well as eight Policemen and a Fireman waiting for you. The Fireman will not come immediately though, so take care of the Policemen as soon as you can to make sure you can fight the Fireman without any interference. There is also a Kinetoscope behind the cloth tent near the Montgomery Residence and the Grocery (over to the right). On the wooden stage area with the Wild West Show sign is another Voxophone. Continue on until you reach a building known as the Fraternal Order of the Raven. ----------------------------- Fraternal Order of the Raven ----------------------------- Enter the building, and keep going forward until you reach a statue of John Wilkes Booth. Strange image, but no matter. You can go either left or right, but you will be fired on by four men regardless of the area you go to. On the left however is a Voxophone. When you are done searching, climb up the staircase and proceed until you reach a room with a man talking. Look down to see a man with birds talking to a group of hooded individuals. Go down either the left or right, but the left has some salts and a health pack if you are badly hurt. As there is no way past peacefully, you'll have to fire on the crowd and start killing as much as you can. On the table below, there is an Infusion and a Key to the Chest, which if you found the Lansdowne Residence earlier has the chest that the key opens. Backtrack if you want to, but either way don't miss out on the Voxophone in the church seats. If you backtracked to the Lansdowne Residence, the chest contains an Infusion, as well as salts and a health pack. Either way, proceed onwards into the next room and enter the elevator. Push the button and head to the ground floor. There is a vending machine, so stock up if needed and head through the door into what looks like a meeting room. You can head left, right, or straight, but I would head left first to pick up a Voxophone. Then head right, move the bookshelf (it can be moved and you can see behind it) to be able to pick up a Gear. This may be the first Gear you obtain, so to sum it up quickly, it's a piece of equipment that Booker can wield to boost his combat capabilities. He can equip a hat, shirt, pants, and shoes, which leads to 4 equippable Gears. Do note, however, that the Gears are put into categories of clothing, so you can't equip a Hat Gear as a Shirt Gear and then equip another Hat Gear. You can only have one type of Gear as you have clothing, and a Gear must be switched out to obtain different effects. Also, the Gear you get is totally random, so this can be good or bad depending on how often you reset checkpoints or start where you left off, as you almost never get the same Gear twice, even if you pick it up from the same spot. Doesn't mean you can't find it again, but it means that you might not see the same Gear for a while if you reload your game without saving. After that, go straight to find your way into a garden, where another fight awaits. ---------------------- BOSS FIGHT: RAVEN MAN ---------------------- Like the Fireman before, this isn't really a boss fight per se, but it is treated as such. This basically just like a Policeman fight, only the Raven Man can disappear and reappear at random locations, has more health, and tends to slash at you in melee combat. As with the Fireman, melee combat is not advised, but is more feasible in a desperate situation. To make this easier, you can drop Devil Kiss traps that will hurt and stun the Raven Man, allowing for easier hits. Keep the pressure up and he will fall eventually. After the fight, you can check the remains to get the Murder of Crows Vigor, which lets you shoot crows at an enemy to stun them. Holding it will let you set a trap that stuns with crows. Don't let your guard down though, as Policemen begin entering during and after the Raven Man fight, so still keep up your killing spree. Head up the stairs after you are done, but look around the area to find another Gear. Then head through the doors. You are now back outside, where Booker notes he can take a gondola up to Monument Island. OBJECTIVE: GO TO THE GONDOLA STATION Before you ride the Skyhook, jump to the floating ship on your left and look at the telescope there. Then jump back and find the Skyhook. Ride the Skyhook and stop at a place with an open door. Dismount and walk in, climbing down the stairs. There should be a female talking when you first enter. You should encounter a woman, two Policemen and a man. You can kill the men as they will attack you, but you can spare the woman. After some thought though, I just killed her too to see if there would be a reaction. Resume your Skyhook jump and kill the Policeman outside the station. Another will appear, but nothing to worry about. Once done, enter the gondola station. ---------------- Gondola Station ---------------- "The Lord forgives everything. But I'm a prophet, so I don't have to. Amen." OBJECTIVE: FIND A GONDOLA TO MONUMENT ISLAND At the entrance, you'll see some vending machines catering to supplies and Vigors to your left, and a Kinetoscope to your right. Head north in either door to find a couple of Policemen and a Turret. Dispose of them in any way that you want. After the scurry, head north and either pass through the door or go left and right to search for some supplies. Head through the door and you will find yourself outside. If you need to purchase anything new, there are vending machines to your right. You will try and board the gondola, but sadly it turns out it won't move for you, so you will have to get to Monument Island through the Skylines. This looks fun. Attach to a Skyline the same way you would with a Skyhook, which is looking at the Skyline and attaching to it. Note the green arrow that points to the direction you will travel. Once attached, you get a set of directions that lets you control your movements on the Skyline. Just like with the Skyhook, you can also use your firearms/ranged weapons on the Skyline, only it may be tricky because you are moving at the same time, so you may want to brake if you are aiming. Along the Skyline though, you will notice your path is blocked by some crates. However, there is also an area to dismount (called Monument Tower Maintenance) that has the controls to remove the crates. Fortunately/unfortunately, it is armed with Policemen. Drop down and take care of them. If you turn around after dismounting, you might find a Telescope you may want to look through. There is also an Infusion in the right of the area that you may want to pick up before you go. Continue along the Skyline to the second half of the Maintenance area, kill the Policeman there, and search for the controls to the crates on the right, where a lever can be pulled. The right has a Voxophone you may want to pick up, opposite where the lever was. With the crates out of the way, jump back on the Skyline. The crates will reach the end of the line, but that's the least of your worries as Policemen notice your presence and try to kill you. Do your best to take them out, keeping in mind they will also fire at you from the building. Once the shootout is over, you can aim yourself at the Skyline past the crates and proceed on, search the building for some goodies, or you can explore a bit with the Skyhooks. If you search the building, look behind the small cabinet to the right of the bed to find a Gear. Also beware of a potential rogue Policeman you may have missed in the earlier shootout. Nothing serious, but it may take you by surprise. After you proceed to the end of the Skyline, Policemen are still shooting at you, but for some reason Comstock tells them to stop. As a result, all the Policemen just stop and pray. You can kill them if you want, but nothing seems to happen apparently. Proceed through the door and use the elevator, doing what you will with the others. Comstock will taunt you through a projection (manly, right?) and talk about Booker's past. Once you're at the top, keep following the path. There's only one path, so no side trips. Once you are at a certain point though, Comstock's zeppelin smashes through the wall. Guess you've got a new objective. OBJECTIVE: BOARD PROPHET COMSTOCK'S ZEPPELIN As for how that is accomplished, personally I do not know. But you're going to do so anyway. This is relatively easy, as strange as it sounds. The zeppelin has a Skyhook that you can attach yourself to and board the wing of the Zeppelin. Kill the Policemen that try to fight you off and you now have a new objective. OBJECTIVE: FIND THE ZEPPELIN'S CONTROLS That doesn't sound too hard. Pass through the metal door to find a lady and the controls. Check the controls only to learn that Comstock won't give you the zeppelin so easily. The woman will then light herself on fire forcing you to evacuate. I don't know why, but you cannot kill the woman even if you try. OBJECTIVE: ESCAPE THE ZEPPELIN This is pretty self-explanatory. Just run to the nearest open door. Make sure to grab the Skyline immediately after jumping, or you won't be able to catch it later. Ride the Skyline to the end and jump off. OBJECTIVE: REACH MONUMENT ISLAND I must say, Comstock did a pretty good job of making sure you didn't use his resources. You still got to a station though. There's not much here other than vending machines for supplies and Vigors, so stock up and search if needed, then head through to Monument Island. ---------------- Monument Island ---------------- OBJECTIVE: FIND THE GIRL Now that you're here, time to begin the search for Elizabeth. Head straight to the entrance, but it's blocked. Funnily enough, the entrance has Skyhooks that you can latch onto and jump off of to get to the other side. That sign was not helpful. It's a pretty straightforward path, so keep walking until you enter the building. To the left is an open locker with a Voxophone in it. Keep going forward, even through the area with the Siphon and the levers. Do note that you can play with the levers, though it's somewhat weird. Past the Siphon room are three rooms. Explore as you wish, but the one to your immediate left has a Voxophone. The other two rooms contain images and a recording of a girl, which Booker finds to be quite stalkerish, and I can't blame the guy. Go through the door to find another Voxophone on the table. Walk past the Siphon machine and board the elevator. Once the elevator stops, walk around and follow the path. Pull the levers to see Elizabeth and keep track of her as she moves around the different rooms. You'll notice something interesting in one of them, but I'll discuss it later. Keep following the path, even when it takes you outside. Eventually you will drop in on Elizabeth (literally) and after some talk convince her to leave with you. However, something seems to be coming, which forces the two of you to leave ASAP. OBJECTIVE: ESCAPE THE STATUE WITH ELIZABETH This is pretty straightforward. Just keep following Elizabeth throughout and let the story play. Also, you can't hurt anything, so no point in firing your guns, even when you get the option to shoot. After all that chaos, you'll wake up in Booker's office again. Elizabeth is there this time, but all you can do is open the door. Elizabeth meets you when you wake up, but you have to pass out again (don't know why) so Elizabeth lets you rest while she runs off. Now you have to find her. --------------- Battleship Bay --------------- OBJECTIVE: FIND ELIZABETH You wake up on a beach and now have to find her. Don't miss the Voxophone that is under one of the carts though. Once in the building, there is a Kinetoscope at the intersection. Keep going to the second half of the beach, where you will find Elizabeth dancing. Talk to her to get her to go with you, and head to the gate to proceed. OBJECTIVE: TAKE ELIZABETH TO THE FIRST LADY'S AIRSHIP Go to the turnstiles on the east side of the beach. It's the place where a family was taking a picture earlier, but now they're gone, so you can pass through. You will come across a room filled with Comstock's image, and Elizabeth will comment. Search around as needed (lots of searchable goodies to find), and keep going up the stairs. As you proceed, you run into the Gentleman and the Lady again. This time, you pick a locket for Elizabeth; a bird or a cage. I personally pick the bird, but you can pick the cage if you want. When you proceed forward, you are given the chance to look at the Tower you just escaped from. It scares people, and it is a bit strange. But there's nothing else of interest, so just keep going. Head up the stairs into a station, where you realize you have no ID to buy a ticket and get past. So Elizabeth proposes another way in. Follow her, and she'll pick the lock on the door to get you past. This introduces you to her lockpicking ability that will get you to previously inaccessible areas. For the record though, only locks that are story-related can be opened without much of a problem; optional doors and locks require a certain number of Lockpicks, which Elizabeth will use. Don't worry though; they're quite common. Pass through the door and head up the stairs to find a vending machine. And somehow Elizabeth finds you money to spend at the vending machine. How nice of her. And convenient for you. Now Elizabeth will throw you money at random times, and you can spend it however you wish. Enter the door to the north to find a Gear and a Voxophone, as well as some other searchable goodies. Head back to find the couple that you rescued at the raffle, even though it was unintentional. They have a nice Gear for you that they think might help you. That was really nice of them. Head north past them to reach an arcade, that contains some Duke and Dimwit cabinets you can take a look at. There is also a Motorized Patriot stand, which I will use to identify direction in this room for the time being. West of the Patriot are the bathrooms. If you enter the male bathroom, Elizabeth will not follow you in, but there is a Voxophone in there as well as other things. There is also a Kinetoscope to the north of the bathrooms for your viewing pleasure. South of the Patriot are three Kinetoscopes, which are nicely lined up for viewing. That's all there is, so head up the stairs past the Patriot stand to reach the turnstiles. After a case of mistaken identity, head through the turnstiles. Do be warned though, that there is no way back after you head through, so make sure you are 100% sure you looked everywhere before you head on. Head up the stairs to the ticket counter, though you may head down the other set of stairs for some searchable goodies. Approach the ticket counter, and be rudely rebuffed. You either draw your weapons or demand attention, but it quickly turns ugly, and you are forced to defend yourself, to Elizabeth's horror. It's a bunch of Policemen, so nothing you haven't seen before. Also, don't worry about Elizabeth, she will not take damage and hide during these fights, so you never have to worry about her at all. Which is good, seeing as she can't defend herself that well. Do be careful though, Elizabeth runs off and another round of armed Policemen enter the room, so don't think you're safe after round 1. OBJECTIVE: PURSUE ELIZABETH Self-defence really got to her. Climb up the stairs after her, but duck to the room on the right for a second to pick up a Voxophone. Do be warned though, if you run into this room, the ticket counter man will run in and try to kill you. Not too hard, but it might scare you. After your search, run after Elizabeth, but when you reach a three-way split, head into the room on the left to find an Infusion (it's also the inside of the ticket counter place). Head to the north path to find a room of searchable goodies, and at the end of the path, a Voxophone. Head east to chase after Elizabeth. You'll find her trying to board a gondola. Don't worry, she can't actually move the lever, so you can continue to take your time and search if you missed anything. Elizabeth reacts fiercely, and while it seems pretty silly of her, let's also not forget that up until now, she probably never imagined people getting killed, or knowing someone who would kill people. After Booker talks some sense into her, she bandages your hand, which is awfully nice of her. And to be fair, I think I would've acted like she did. OBJECTIVE: TAKE ELIZABETH TO THE FIRST LADY AIRSHIP Thankfully Elizabeth is now more aware of her circumstances so she won't start hating you per time you have to get into a firefight. Whichever direction you choose, head up the stairs, but don't miss the Telescope that you can look through. Now head through the turnstiles to leave Battleship Bay ---------------- Soldier's Field ---------------- "What happens when someone finds us in here?" "We tell them we got lost looking for the bathroom." "And people will believe that?" "Not usually, no." Once in Soldier's Field, you'll notice it's a nice carnival place. Hey, it might not be so violent this time. You know, because carnivals are peaceful! Okay, yes, it's Bioshock. Not happening. Anyway, head to the right to find a vending machine and a new item: lockpicks. I talked about them before, but here is the first instance of them. The vending machine here is also special, because it is an Armory machine that contains weapon upgrades. Whenever you want to power up a weapon, go here. Upgrades will be unlocked as the game progresses, not as you acquire weapons or weapon usage, so do keep that in mind while purchasing upgrades. Also, I highly recommend specializing in a few weapons (unless you're trying to get weapon achievements). You won't have enough money to buy everything, and honestly, a lot of the weapons are somewhat similar after a while, so buying upgrades may waste money. Money that would be better spent on Vigor upgrades (that are always useful) and potential supplies. There is also a Kinetoscope further to the right of the vending machine, with the floating model of Soldier's Field. The left contains a locked door, which can thankfully be opened with a lockpick that coincidentally is right next to the door. Notice it requires 1 Lockpick, as it is optional and requires actual tools (don't know why). Inside is an Infusion, some weapons, searchable objects, a Voxophone, and a safe that can't be opened right now because it requires 5 Lockpicks. You'll have to come back later to open it. Now proceed to the middle, where a gate shuts and blocks your progress. However, Booker proves to be strong enough to open the gate by hand, so have him open the gate and you can proceed onward. Man, he is one strong rescuer. Elizabeth will notice the Shock Jockey advertisement, but nothing important. Proceed on, but don't miss the Salt Machine behind the advertisement, as it is free replenishment of Salt without paying anything. Head on forward, and look at the airship pass by. Now you have a little free time, so you can head on and chase the airship or explore town a little bit. I'll write as if we had explored the area, but you can proceed on if you wish. On the left is an ice cream shop that has a Voxophone. You can also take money from the cash register, but this will draw aggression on you and bring enemies, so do weigh the benefits before you take the cash. You will know this because the option to take money appears red, meaning it is stealing and has some consequences. If you search a store named Founder's Books, there is a Voxophone at the very top of the stairs. You can enter the Toy Soldier store to steal a Heater Replica (which I am not sure what it does) and more cash from a register. Be warned, stealing from the register alerts the police. When you're ready, head to the airship dock and try to operate it, but it looks like it won't work without Shock Jockey. As it turns out to be a Vigor, you just need to find it and use it to signal the airship. OBJECTIVE: FIND SHOCK JOCKEY AT THE HALL OF HEROES The problem is, right after this objective, the authorities will be alerted to your presence, requiring you to fight your way to the Hall of Heroes. Go to the Hall of Heroes (only place with vending machines nearby), enter the elevator and press the button. The elevator breaks down, so you will have to work on the fuse box (not hard to find). A bee comes in, and for some strange reason, Elizabeth thinks opening an interdimensional tear to get rid of it is much easier than slapping it with her shoe or a book or something. Regardless, this sets you up for using these tears for combat purposes. This can extend to bringing out health packs, bringing new weapons, creating covers, bringing allies to the field, almost anything as long as you can create a tear in a location. Once you leave the elevator, you can head to the right for some searchable goodies, but do be warned that there are enemies in one of the bathrooms. Thankfully you take them by surprise, so saving ammo with your Skyhook isn't too hard. The left has a locked door you can open, which has a Gear, a safe and a Voxophone inside. Do be warned though, this is guarded by a Turret, so be ready to either fight it, or Possess it and destroy it. Proceed on and you'll find a Vigor. Unfortunately it's not the Shock Jockey, but it is the Bucking Bronco, which lets you levitate enemies and disables them for a short time period. Proceed onwards, but you will see some Policemen in the area. This means a fight is brewing, so get the first jump on them and proceed to fight it out. A Raven Man will also appear, so do be prepared for that as well. After the fight, you are free to explore the area. If you search the open area on the right, you will find a code book that can be used to decode messages and lead to new rewards. It's inside the cannon, so you may have to search a little. There is also a Voxophone on the top floor next to a Carbine. On the bottom floor is a Kinetoscope as well as a locked door with a Gear inside. The building on the left contains a Voxophone as well as the message that can be decoded with the code book. This leads to a weapons chamber, where you can pick up the RPG Rocket Launcher for the first time. In order to find the chamber, you'll need to find the message in the bathrooms, then head to the other stall and investigate the hat. That will open the chamber, which holds an Infusion and a Voxophone. What a catch. Now head to the Skyline controls to the north of the buildings. You can't take the normal route (surprise surprise), so pull the lever, clear the Skylines, and jump on. OBJECTIVE: CLEAR THE SKYLINES Just pull the lever. Not hard. OBJECTIVE: FIND SHOCK JOCKEY AT THE HALL OF HEROES Ride the Skylines up to the Hall of Heroes. Once there, dismount and you will hear Booker discuss someone named Slate. Search the gondola to the left to find a Voxophone. When you head up to the Hall of Heroes, Elizabeth will call out a sniper. This is important because the sniper is extremely hard to hit without a Sniper Rifle (you can kill him without it, but it wastes ammo). Thankfully, Elizabeth will throw you a Sniper Rifle to use, and after this she will now throw you more ammunition for your equipped weapons. The sniper is hard to find and retreats a lot, but will be indicated by a shine of light that appears. It's small and hard to see, but when you see it you will know what I'm talking about. You'll have to use your Sniper Rifle to hit him, because other weapons won't reach as well. And try to cover; the sniper will most likely break your shield and hit you for some damage with one shot. Bait him out by moving, and then fire with the rifle. Once the sniper has been dispatched, you will now have to handle the swarm of Policemen, but that's not too hard to deal with. Once at the entrance, head right to view a Kinetoscope, then head inside. --------------- Hall of Heroes --------------- "Well, I want a puppy, but that doesn't mean I'm going to get one!" When inside the Hall, head to the left and enter the room to find a Voxophone. Fight some Policemen that come waltzing in, and then head north. Here, you are approached by Slate, who wants Booker to, strangely enough, kill all of his men and them himself. The men are waiting in the different exhibits, and you will have to venture through each one in order to find Slate. What makes this necessary is that Slate has the Shock Jockey Vigor, so unless you find him, you won't get the Vigor. OBJECTIVE: FIND SHOCK JOCKEY Well this is annoying. Anyway, you'll have to go through each exhibit in order to pass. You can choose from the Peking exhibit or the Wounded Knee exhibit. We'll start with the Peking exhibit, but there is no real difference. Before starting though, you can head through the room on the right to find an Infusion for keeps. OBJECTIVE: DEFEAT SLATE'S MEN Go to Peking on the left. Stock up at the vending machines if needed. While in the Peking exhibit, once you reach a crossroads going left and right, head right to find a Gear, but a Policeman will enter shortly after. Dispose of him as you will, and proceed on. Here, Slate will describe Comstock and a bit more of his dissatisfaction with Comstock. After that, Policemen and a Fireman will appear. After killing them, the exhibit is completed, so head over to Wounded Knee. Wounded Knee is on the right. Head forward, and once you reach the crossroads, head left to find a Gear and a Policeman. Kill him, and head to the arena. You learn more of Booker's accomplishments in Wounded Knee here, and then the battle begins. There will be Policemen and a Raven Man to deal with. Kill them all, and learn more about Booker's past from Slate. Now there is only one more path to take. Head back to the vending machines and take the North Exhibit, which is the First Lady exhibit. OBJECTIVE: FIND SLATE PAST THE FIRST LADY'S MEMORIAL Head through the doors and you will find that it is much more calm and peaceful than the other two exhibits. Here you learn some interesting truths about Comstock and Elizabeth. Keep going, and have Elizabeth pick the lock on the door. In the next room, head right to find a Voxophone. Keep walking on through the doors, and eventually you will enter the Courtyard, where Elizabeth helps you get past a gate, but a fight begins. You can now start utilizing Elizabeth's tears, so I'd get used to it now. Do note only one tear can be active at a time, so don't think she can go tear crazy and open up everything on the field. You can open up tears for a Turret with cover, or you can tear Skyhooks into the field (I know they're called freight hooks, but I like Skyhook better). Kill the enemies as you will, and then head forward. You can tear a Discount Dollar Bill vending machine, but it never had anything for me, so I didn't know how it would help. Head into the door, and take note of the Kinetoscope to view. Proceed onwards to meet a new kind of enemy, Motorized Patriots. These are powerful enemies who can take a beating and deal a lot of damage, but are not intelligent and don't dodge your attacks, making them easy to take down as long as you can disable them. You can hit the gears on their backs to deal more damage, and I suggest doing so, because it is difficult to take them down otherwise. You may want to stun them first, or use the Gun Automaton for a distraction. After the fight, you can pick up the Patriot's Crank Gun as a weapon. It's sort of like a minigun, and it can only be gotten from Patriots, so if you are trying to get an achievement with it, hang on to it as long as you can. You also can't upgrade it or refill the ammunition (not without another Patriot's gun) so once it's out, discard it and move on. After the fight, don't forget to view the Kinetoscope in the middle of the arena, and when you have healed/regained the Salts, find the locked door and unlock it. It had all the Shock Jockey, but it looks like Slate took all of it. Thankfully, he left a trail for you to follow. OBJECTIVE: SUBDUE SLATE Head back out to the Courtyard, where Slate is, but Comstock's airships are also there, and Slate sends his men out after you. It will consist of Policemen, a Fireman, and a Motorized Patriot, so be prepared for a long fight. If the electric spikes on the ground are causing problems, fire at them to remove them. After it is over, continue your pursuit of Slate, but check the left room on the ground floor to find a Voxophone and an Infusion. Now proceed to the right room and head up the stairs. Slate will throw more electric spikes and send more Policemen after you. Kill them all and proceed on. OBJECTIVE: COLLECT SHOCK JOCKEY FROM SLATE Enter the door, and note that Slate is weakened and cornered. If you try to take the Shock Jockey though, he will grab Booker, but knowing he will die, gives Booker the option to kill him. You can either kill him or spare him. He is more satisfied if you kill him, but sparing him enrages him. Either way you will get the Shock Jockey from him. OBJECTIVE: RETURN TO SOLDIER'S FIELD AND POWER UP THE GONDOLA Only thing you can do is head back to the Gondola at Soldier's Field. On your way back at the exhibits you will face more Policemen and a Raven Man. You then see Elizabeth talk with Booker about the past. You will then see the gate close on you, but you also get instructions to use Shock Jockey on an outlet to restore power and open the gate. Outside the Hall will be another firefight between Comstock and Slate's men. They're all Policemen enemies, so nothing terribly special here. Kill all of them (Slate's men turn on you even if you back them up) and continue to explore the open area. Now that you have Shock Jockey, you can open up new places. One example of this is the Maintenance area on the right, where you can use Shock Jockey on the outlet and open up a path to the upper levels of the Hall. Up here is a Gear and other goodies. Now run down the Skyline, but you will attacked by Policemen on the way down. Dispose of them, and do be warned, as one of them has a rocket launcher, which will hurt you badly and break your shield. After the enemies are dead, continue moving down the Skyline back to Soldier's Field, where a Fireman and some Policemen await. Afterwards, stock up at the vending machine and prepare to make your way back. When you reach the elevator to go down, a Motorized Patriot awaits. It's a lot easier to deal with when you have Shock Jockey, so stun him and fire away. Then go down the elevator. Back at the lower levels of Soldier's Field, Elizabeth discusses a bit more about her tears and what they do. You can power up the gondola, but you can also ride around the Skylines and look for a Shock Jockey outlet on one of the houses. Charge up the outlet and you can find a Gear and a Voxophone. OBJECTIVE: CALL THE GONDOLA Now power up the gondola, but Comstock has found you, so it is time to get ready and fight. You'll encounter Policemen and some with rocket launchers, A Motorized Patriot will soon appear, so dispatch it as you will. I suggest using the Skylines and tears as much as possible to give yourself an edge. After the fight, go back to the lever and board the gondola. OBJECTIVE: BOARD THE FIRST LADY'S AIRSHIP More discussion of Booker's past follows. When the gondola stops, run outside and enter the building, but some Policemen will attack you. Kill them all, and climb the stairs. Do note the Kinetoscope right next to the airship model on the ground floor though. Take the elevator and board the airship. There is an Infusion in the rear end, so do take that before you start the controls. Booker then pilots the airship for New York. Unfortunately, Elizabeth knows it's not Paris, and Booker comes up with what is the worst lie in history (I would've just told her I needed to pick something up or we'll need more gas in New York). This results in her hitting you, the airship subsequently getting hijacked, and now Booker meets Daisy Fitzroy. You now have to get weapons for the Vox Populi in order to get your airship back. But you need to find Elizabeth, who has disappeared in this chaos. -------------- Finkton Docks -------------- OBJECTIVE: FIND ELIZABETH That was a painful drop. When you wake up, head to the door on the left for a Voxophone and new upgrades at the Vigor vending machine. Make your way all the way to the right room and enter the Employees Only door. In here is a Gear, and while it constitutes stealing, to me it is worth the trouble, so take it, kill the guard (or the other way around) and prep up for a firefight. Otherwise, run to the right and follow the path to Elizabeth. OBJECTIVE: PURSUE ELIZABETH Booker really should've come up with a better lie. He wasn't really a saint to begin with, so there wouldn't have been a problem there. Just keep running after her, even with the tears, Eventually she'll be kidnapped by Policemen and you'll have to fight them off to rescue her. OBJECTIVE: RESCUE ELIZABETH There is a door on the left that will take you to where Elizabeth will be. Follow it and run through the path, and the enemies will attack you. They're just Policemen, followed by more Policemen, one armed with a rocket launcher, and a Turret. Dispose of them (the Skylines help here), and then ride up the Skyline to the second floor and enter the door on the left (opposite the room with the vending machines). OBJECTIVE: PURSUE ELIZABETH Ride the Skyline Elizabeth has just made and follow her. However, you are then attacked by a Handyman, but are saved by Elizabeth. She then rejoins you so that she can leave the place. OBJECTIVE: GO TO FINKTON AND FIND THE GUNSMITH Elizabeth is still mad at you. Not surprised. Booker needed to tell a better lie. There is a telescope near the gondola, so do take a look before you leave. You can also have Elizabeth unlock a door on the gondola that leads to a Gear. When you're ready, head up the doors into Finkton. -------- Finkton -------- OBJECTIVE: GO TO FINKTON AND FIND THE GUNSMITH Once inside, you discuss your arrangement with Daisy Fitzroy with Elizabeth. Go to the left to find a Kinetoscope for viewing and Vigor vending machine. Continue on in, but you run into a roadblock on the way. Booker decides to break into Finkton, so that's the next goal. OBJECTIVE: FIND A WAY INTO FINKTON You can check the nearby office for a Voxophone. If you are able to open the locked door on the opposite side, you can find an Infusion in there. Now head down the stairs and unlock the door. This leads to a service elevator but you have to face off against a large group of Policemen and a Motorized Patriot. Kill them all and then proceed down the elevator, but do note the vending machines in the area if you need to equip and stock up, as well as the Voxophone in the locker next to the elevator. Before the elevator arrives, Elizabeth will pick up her mother's diary from the open locker. It has some interesting truths, but for the meantime, enter the elevator and ride down. The elevator stops halfway, with a message from Fink to Booker. Looks like Fink wants you, which is never a good thing. At the bottom, you are met by one of Fink's associates, who gives you some supplies, including a powerful weapon (and my personal favorite) the Hand Cannon. Take what you need and proceed on. OBJECTIVE: FIND THE GUNSMITH CHEN LIN There's not much here, but when you go outside you will be attacked by Policemen, a Mosquito (a flying turret), and some Turrets. Dispose of them, and explore the area. Not much you can do until you meet Chen Lin, so go to his place and enter. Inside is a Voxophone sitting right in front of you. Above Chen Lin's place is a Gear, but it will require using the Skyhooks to reach the top of his place. He's not in though, even as you search. Talk to his wife and learn he was taken to the Good Time Club. That's your next goal. OBJECTIVE: GO TO THE GOOD TIME CLUB AND RESCUE CHEN LIN As you leave the place, a Handyman attacks. It's a tough enemy who constantly pursues you and deals a lot of damage, but you can stun him and shoot him in the heart (the orange center of his body) to deal extra damage. Take him down and move on to the Club. Check near the remains of the Handyman to find a Gear. If you make a small side trip to the open area southeast of the entrance to Finkton, you will find a locked door that has a code in it. It requires a code book to decode, so remember the location and come back later. --------------- Good Time Club --------------- Once inside, Fink greets you and talks about his need for Booker. After he is done, head up the stairs to an Armory vending machine and a Kinetoscope. Proceeding through will give you a short background introduction to Fink's "application" process, which, unfortunately for Booker, is a grueling round of endurance against Fink's men and the other applicants. The enemies will come from the center of the stage, so if you prep your weapons and Vigor traps well enough, you might be able to take your enemies by surprise and kill them before the fight spreads out. And trust me, the fight CAN spread out through the entire area, so unless you like shoot-outs, ambush the enemies by setting up near the curtain on stage. First up is a Fireman backed by Fink's men. Not too difficult to handle. Second is a Raven Man, also backed by Fink's men. These men come in from the top of the stairs, and the Raven Man himself appears above the box at the very top of the stage. Third is a Motorized Patriot accompanied by two Turrets. This is then followed by two Mosquitoes, so do be aware of aerial assaults. These come from the boxes that you have seen on stage, while the Mosquitoes fly out from the back. After that, Fink ends the "auditions" tells you more about the job, which Booker rejects. Elizabeth points out you can head to the back, so head to the back where you reach a dressing room. Here is a Voxophone and another way to proceed. Before you head down the stairs though, a lot of areas in the Good Time Club have opened up, so do take the time to go through and see what goodies you may have missed. Going back up the stairs to the entrance, head to the left, where you will see an open door. Head through it to find a Gear and a safe. Head down the stairs and down into the area near the Dollar Bill vending machine, where you will find a Vigor vending machine and a Kinetoscope. Head to the Dollar Bill vending machine, where the door next to it is now open. Head inside for supplies and an Infusion. Head down the stairs into a cellar of sorts, where you will see a few Policemen talking. Kill them and proceed. Head through the door on the right (door on the left has supplies) to reach a prison roster. Chen Lin is in Door #9, so you need to make your way there. OBJECTIVE: FIND CHEN LIN'S CELL Head through the door and you will find two Policemen in a furnace room. This is also the area with the code book (lying on top of a box), so search around for it. You can head on or head back to decipher the code. If you head back and decipher the code, it will tell you to adjust the clock to reach midnight. The clock in question is the clock on the right of the code, so set it to find an Infusion, a Voxophone, a Volley Gun, and a Lockpicking Bag. Nice. Run all the way back to the furnace area and proceed on. You now reach a projector room, where you can see Chen Lin's interrogation. Head on through the door to find a Voxophone waiting for you and two guards. This is the cell room, as you might realize after the guards are dead. If you spared Slate, you will find him in one of the open rooms. There's not much you can do for him right now, but if you would like to, kill him (they did say earlier that sparing him is not a mercy, but killing him is). Nothing happens if you don't kill him though. He's not conscious enough to respond anyway. If you can open the optional lock at the end of the hallway, a Gear is inside the cell. Otherwise, open the required door and head on through. As you make your way down, you will find Chen Lin, only he is in no condition to make those weapons. Turn on the lights, and the truth will hit you. However, the Gentleman and Lady reappear to give you a potential answer; going through another tear might help you find Chen Lin when he can make the weapons. Without much of an option head through, but DO MAKE SURE YOU HAVE SEARCHED EVERYWHERE. YOU CAN'T COME BACK TO THIS AREA IF YOU GO THROUGH THE TEAR! OBJECTIVE: OPEN THE TEAR If you have, then go through the tear. Things have changed greatly. Chen's no longer there, and the area around you has changed drastically. Well, now you have to find Chen. OBJECTIVE: RETURN TO THE GUNSMITH'S SHOP Only, you realize that there's a dire consequence to what you're doing. It sure feels like you're in a different place. Keep making your way back to the store. You notice that people who Booker has killed have "come back to life", so to speak, but have bloody noses. When you exit the backstage, you will get into another fight, but notice that all the tears you had previously are gone. Oh, but something to note is that all the goodies that you picked up (like the Gears and such) are not here if you picked them up before. So you can't get multiple goodies (sad, right?). Once inside the shop, you'll notice some massive changes. Go up and find Chen Lin, only he's changed a bit too. Head down to talk to Mrs. Lin (who has changed the most) and learn that his tools were taken away. You need to go get them back. OBJECTIVE: FIND SHANTYTOWN'S POLICE IMPOUND Head over to Shantytown, the place where the police took Chen's tools. As you leave though, Policemen will begin to attack you, so kill them all and head on over. If you tried to come here earlier, it was blocked, but the obstacles have been cleared now, so proceed and activate the lever to get to the other side. Once past the door, a fight will break out with Policemen and one armed with a rocket launcher. Tear up a cover if needed, or a support automaton. Once done, head through into the offices (noting the closed office) and head up the stairs. Go into the elevator and into Shantytown. ----------- Shantytown ----------- Leave the elevator to see the slums of Columbia: Shantytown. Not a bad place though. You can choose to check out the bar straight ahead or go right into the police station. On the left is an Infusion, but you'll get marked as a thief if you try to take it. I suggest taking it. It's worth the effort. If you go into the bar, you'll be confronted by a few men who want your money. You can kill them and the best part is it won't cause a fuss. Go into the bar and look around. If you take anything behind the counter, it'll be considered stealing. Head down the stairs to the right and you'll find a boy trying to get some food. You can eat all the food, or do the humane thing and play the guitar that happens to be there. That'll make him happy. There is also a Voxophone in the area, as well as a set of keys that will open something. It's an optional quest though. There are other searchable goodies in this area as well. On the way to the police station, you will find people looting a vending machine. It will be considered stealing if you take the spoils, unless you have Elizabeth open a tear that reveals food sacks, in which case the people forget about the money and eat the food. Continue along the path until you reach the Police area. Enter, and take note of the broken booth in front of you, as there is a Gear on the ground next to it. You will reach the impound, but will have to fight through a bunch of Policemen to get to it. OBJECTIVE: DESTROY THE DEFENSE TURRETS This is hard to notice at first, but this is in fact referring to the gold gatling guns that are below some of the buildings. Either way, you're going to have to deal with a large amount of Policemen in order to get to them. The turrets deal out an incredible amount of firepower, so do try and break them first. It helps to shoot Shock Jockey at them and shoot away with a long-range weapon like the RPG/Sniper Rifle. The Machine Gun works well in a pinch. OBJECTIVE: SEARCH FOR CHEN LIN'S CONFISCATED TOOLS You may not be done with the fight yet, so kill off any remaining Policemen. A Motorized Patriot will appear as well, so remember to kill it off. After the fight, board one of the Skylines that leads to the higher levels, and drop off at the first available stop. There is a Voxophone here. Drop back down and get to the front of the Impound. Have Elizabeth open the door and walk through. ----------- Bull House ----------- That's the name of the impound. Head forward, but enter the area on the right to find a Kinetoscope. Head through the door to encounter some Policemen. Kill them all, and a Motorized Patriot will appear. Don't stay behind the cover too long, because the Patriot appears from the entrance, which will result in painful damage if you don't run in time. Now explore the first floor. On the left, near an interrogation room, is another Voxophone. On the stairs down are the tools, but I'll get to that later as there are a lot of other goodies around. Go up the stairs, where you may run into leftover Policemen. On the left is an office with a locked door. Inside is a Gear, an Infusion, and a bunch of weapons (namely Carbines, which seems to be the favorite choice in Columbia). Head to the office in the middle, where the upper left office has a Voxophone and a chest that can be opened with the keys you found in Shantytown. Inside the chest is an Infusion. The locker room on the right just has some searchable goodies. Head back down to the first floor, and then down the stairs again. You'll see the tools, but will need to head down a long path in order to reach it. Down in the cells, you'll see the tools, but you obviously can't lift them back to the shop. Fortunately for you, a tear appears. You can't go back to the previous areas once it opens, so search everywhere before you jump through. OBJECTIVE: OPEN THE TEAR Jump on through. And the tools have been moved. OBJECTIVE: RETURN TO THE GUNSMITH'S SHOP As the objective says, walk back to Chen's store. Back in Bull House, there is a Voxophone on the table. Leave the impound to notice a war going on between the Vox and Founders of Columbia. And the Vox seem to be winning. Fight your way through past some Policemen, and then head up the path back to Shantytown. You learn that Booker is now the hero of the Vox, but he has conflicting memories. All of that gives him a nosebleed. Ouch. You'll come back to a scene of the Vox killing off some of the Policemen. They won't hurt you though, so head back to the factory for a bit, or you can head back to the bar and find two men taking pictures with a Handyman. There's a Voxophone near the Handyman. Enter the bar to find another Voxophone on the bar. Now head back up the elevator to reach the factory again. -------- Finkton -------- Back at Finkton, you can now check the closed office to find that it has been smashed open, but a previously inaccessible Vigor bottle can be obtained. It is the Charge Vigor, which lets you ram enemies. Outside, you will face Policemen, a sniper, and one with a rocket launcher. Take care to kill them all, especially the sniper. Now proceed on back to Finkton, pull the lever to move the cargo, and make your way to Chen's place. Only to find something totally unexpected. Well, regardless, the deal is done so Booker suggests finding Daisy and getting the airship back. Before you leave though, a Voxophone has now appeared on the shelf, so take it. OBJECTIVE: GO TO THE FACTORY AND TAKE BACK THE FIRST LADY AIRSHIP As you leave, you find a path to the factory being carved open. It will open and you will fight (thankfully with some Vox) your way to the top of the factory. The Vox are pretty reliable, so fighting your way through, even with the Turrets and Motorized Patriot, is still not too hard. However, as the Vox try to get the factory door open, they are blasted by a zeppelin. You will need to destroy it in order to give the Vox enough time to get the gate open. OBJECTIVE: TAKE OUT THE ZEPPELIN Ride the Skyline above you that will take you near an area where you can board the zeppelin. Once on the zeppelin, you will be met by some Policemen and a Turret. When you kill them off, enter the zeppelin to be met with more Policemen and a Motorized Patriot. After they are destroyed, go up to the engine, destroy it, and leave by jumping onto a Skyline. The factory is now open, so enter. Once inside, you will face some more Poliecmen and a Turret (but still have the Vox). Keep making your way, but inspect the bodies near the elevator to pick up a Gear. Go up the elevator, where Daisy will contact you. Apparently, Booker died for the Vox, and you are being accused of being impostors, so now the Vox gang up on you. Once the elevator stops, kill all the Vox that charge at you. Go to the left room and search behind the vending machine for a Gear. Go to the top part of the room to find money (and lots of it), the Undertow Vigor, which lets you throw enemies with water, and a Voxophone. There are also vending machines where the Gear was, so stock up there and upgrade if needed. Unlock the door and pass through. There, you see Daisy treat Fink in an unkind manner, and she sets the Vox on you. There will be Vox accompanied by a Fireman, and then a Handyman will join in later. It will get intense, and thankfully there is a vending machine nearby if you need to pick up some emergency supplies. Afterwards, head to the other side of the tower to see Daisy. You'll need to put Elizabeth through the vent, and then distract Daisy. Once she is distracted, you are able to regain control of the airship. OBJECTIVE: BOOST ELIZABETH INTO THE VENT Just walk up to the vent and boost Elizabeth into it. You then have to distract Daisy, as I just mentioned. OBJECTIVE: DISTRACT DAISY After that, Elizabeth saves the child, Daisy is incapacitated, and you can now board your airship. OBJECTIVE: BOARD THE FIRST LADY But before you do that, duck into the left room to find an Infusion, and duck into the right room to find a Voxophone. Now board the airship. Elizabeth has retreated into the doors, so knock on the door to call her a few times. OBJECTIVE: SET A COURSE Then operate the controls. She later joins you at the controls in a new look. As the airship takes off, Songbird decides to jump in and break the moment (you know, the flying bird from before). -------- Emporia -------- "They...well, at least she invented the technology that allows the city to float." "Giant balloons?" "Quantum particles. Suspended in space-time at a fixed height." "So...NOT giant balloons?" OBJECTIVE: HELP ELIZABETH After that rough landing, bust open the door and approach the Gentleman and Lady, who are playing a piano for some odd reason. It turns out that it's a clue to preventing Songbird from getting in your way. Take the card from the Gentleman, and the two disappear. Push the piano out of the way and get ready to enter the town. Everyone is evacuating, but Elizabeth suggests going to Comstock House in order to find a way to prevent Songbird from being a problem. OBJECTIVE: GO TO COMSTOCK HOUSE As you continue along the path, you will run into Vox that are attacking the populace. There is a Vox armed with a flak cannon, so do try and keep moving at all times. You can move along the bridge or go right upwards (the area with an Armory vending machine) to confront them. After the firefight is over (and it will be intense), head north to the locked door. Unlock it and head on through. Here you'll enter Port Prosperity, and there are vending machines here for Vigors and supplies. If you turn around, you can tear open a Skyhook that grants you access to a wooden scaffold. That scaffold has a Gear. There is also a locked door to your left that holds an Infusion. Head to the open gate on the right and you will run into two Vox. Kill them and move on (shouldn't be much trouble). Here, Booker will discuss with Elizabeth more about the prophecy business. Do get ready though, because after this discussion a gondola arrives, carrying Vox and a Motorized Patriot. Kill them off and board the gondola. If you check the right side of the gondola, you can find a telescope for your viewing achievements. ---------------- Port Prosperity ---------------- As you ride the gondola, Elizabeth remembers, for some odd reason or another, who the Gentleman and Lady are. They are Robert and Rosalind Lutece (which somewhat explains the note that you were given earlier) and they supposedly disappeared a few years ago. Spooky. After the gondola stops, head up the stairways and continue along the path, but some Vox stand in the way so kill them. You can either choose to enter the ticket booth for some goodies on the left, or head to the right path and face some more Vox. Kill them and keep making your way forward. As you move forward, you'll see a body with a Voxophone near it. You can head left towards Comstock House, search the nearby office for some goodies, or if you have enough lockpicks, unlock the door to the Salty Oyster. Inside the Salty Oyster are some Policemen who have holed up there (haven't seen them in a while). Kill them, and you get a store full of goodies and a Kinetoscope for viewing. There is also a Gear under one of the tables near the bathrooms. And for your weapons, there is an Armory vending machine. Head out of the Salty Oyster and up the stairs to find some Vox and a Fireman. They are picking on a man, so rescue the man (or rescue and then kill the man yourself). Then head up the stairs into a wide area. Yep, it's time for a Vox firefight. There will be Vox, a Motorized Patriot, and a Fireman to deal with here. Take advantage of the large area to move around and duck for cover and supplies. Another Fireman will appear later, so do be careful here. After that chaos is over, move back to the entrance of the area and search the left and right doors. The left has some supplies, while the right also has supplies and a Voxophone in the backroom. Also move around the area for some supplies, as there are a ton of goodies abound. When you're done, go to the locked gate in the front and unlock it. You will be greeted by two snipers, so do be ready when you enter. You can tear some cover in the front, or you can tear a Skyhook on the top and jump to it to ambush the snipers. Do be warned you need to move quickly though, as these snipers hurt. Now you can either head north past the turnstiles or head west into the nearby bookstore to investigate. Do be warned that if you head north you can't go back, so explore the west side as it can't hurt. You'll need one lockpick to enter the bookstore, but once inside you'll see a Gear and a Voxophone. Handy. If you go downstairs you will find another Voxophone, but some Vox will come down and search around. Kill them as you please, and keep searching. The Voxophone will note that there is a button under the cash register in the Salty Oyster, and a woman is supposedly locked inside. After you leave the bookstore, you will be ambushed by four Vox, but they shouldn't be too hard to handle. If you returned to the bar, press the button under the cash register (that option will now appear) and a door will open. Inside is a Voxophone, an Infusion, a Return to Sender Vigor, and some other goodies. A good haul for sidetracking. As you leave the bar though, you are ambushed by four Vox. Again, kill them (they seem to be really good at finding you when you find extra stuff). Now head through to the turnstiles, go right and call the elevator. Here Elizabeth talks about needing a code, so search the tables for the code book, and the table all the way to the left should have the code. As you find the code, Songbird comes back through and searches for you. But as it can't find you, it leaves. Elizabeth remains scared, so Booker promises he'll do what he can to protect her. Now head through the elevator and head to Downtown Emporia. ----------------- Downtown Emporia ----------------- On your way down you'll be hit by a rocket and forced to jump onto a Skyline in order to escape. This leads to a shootout with some Vox, so keep your tearing eyes open and your combat skills fresh, because this will get intense. The enemies consist of normal Vox, those with rocket launchers, one with a flak cannon, and a Handyman. The Handyman is particularly annoying, since it can electrocute the Skylines if you use them a lot, so try to kill it quickly. After the fight, run around and see what goodies you can pick up, and then head through the gate on the west. There are also vending machines nearby if you need to stock up. Head through the path and there are more vending machines nearby. Proceed onward and there will be four snipers waiting for you. I would recommend tearing open a Hook to jump to so you can shoot at them normally, but if you can outsnipe them, that tactic works too. One of them will be on a roof, so do look up if you are still getting fired on. After this, head through the store with the cover tear below it. Head down the stairs to find two Vox, and when they are dead, a Voxophone. Enter the building to the left of this store, which has a lock that requires three lockpicks. Open the door to meet a man who will try to ambush you in a small room (you can see him before he runs in though, so you can run in and kill him easily), and if you climb the stairs you can find a Gear. Head up the path and the stairs, and eventually you'll run into more Vox and a Fireman. They will be fighting against some normal men and a Motorized Patriot. Unfortunately, you'll have to kill them all in order to proceed. After they are all dead, search the left of the area to find a locked door that needs three lockpicks. Open it to find a Gear and a Voxophone inside. Head into the area labeled Memorial Gardens and go up the stairs. You will see Comstock House right in front of you, but before you go knock on the door, search near a picture of Lady Comstock on the stairs to find a Voxophone. Open the gate to Comstock House, only to find that you'll need Lady Comstock's fingerprints to open the door. Elizabeth comes up with a pretty nasty method of solving the problem, but to be honest, there didn't seem to be a much better method anyway. OBJECTIVE: FIND THE CRYPT OF LADY COMSTOCK Head through the only open path forward and make your way to the graveyard. Along the way, you may find other areas holding some goodies. The graveyard has only one path, so just follow it. Once there, head to the First Lady area of the graveyard, tear a lock open, and approach the body. Unfortunately, it seems like Comstock is aware of what you're doing, and somehow revives Lady Comstock so that she is some mix of alive or dead. Here we go. BOSS BATTLE: LADY COMSTOCK This battle would actually be really easy, if it weren't for the fact that you have to deal with Lady Comstock's other ability. Apart from her flying all over the place, she will stop and summon undead warriors to stop you. The problem is that she can do this an infinite amount of times, and unless you deplete all of her health she doesn't stop doing it. The good news is that if you kill her, all of the undead disappear, and if you kill some of the undead, they do drop some items, so you can restock partially to buy yourself some time. I do not recommend it as a long-term strategy though, as the items gained are dismal compared to the supplies you'll need, and it's basically there to give you a small pickup that'll keep you going. After the fight, Lady Comstock will leave, but Booker is too confused to keep going. Not trying to help, the Luteces appear and mention that Lady Comstock is currently alive...and dead. As a result, she's not liking this combination, and you need to somehow set it right. Not sure how, but you'll see some spectral footsteps leading you to the next area. That's a good start. As you leave, the Luteces appear and give you more detailed information on what you need to do. You'll need to find three pieces of evidence that will calm Lady Comstock down. OBJECTIVE: FIND THE THREE TEARS Sadly, they need to be opened by tears in order to be accessed. Follow the footprints (if not, the mission navigation key works just as well) to the next objective. Along the way you might hear some familiar music. Follow the music to find a Voxophone. As you proceed onwards, you'll find some Vox outside the first location the footsteps run into. Kill the Vox and enter. You'll be inside the Lutece Laboratory. Enter through the door and open the tear on the first floor. After the tear is finished, a Voxophone will fall on the floor. OBJECTIVE: FIND THE NEXT TEAR Before you leave though, search the right of the area where the tear was to find a Voxophone in the kitchen. Go up the stairs into the bedroom to find an Infusion in plain sight and a Voxophone to the right of it. Now head outside and continue to follow the path of the foosteps (but duck into the nearby store for some vending machines if needed). Along the way, you'll encounter a Fireman. Kill him, and then go to the left of the area where the Fireman was to find a locked door. It needs three lockpicks, so open the door and go inside to find a lot of money and an Infusion. Keep following the path and when you see the bloody writing on the wall, head right into the store, head down the stairs, and right past the bucket to find a code book to the left of the sink. Head back on the normal path and unlock the door to find yourself back to the area where you first started. Head towards the bank, but you will quickly be confronted by two Raven Men. They will be joined by some Vox as well as a Fireman, so do be quick about killing these enemies. Once you are done, enter the bank. As you enter the bank you will see three Kinetoscopes, however these are pretty similar to the ones you have already seen and won't count for anything. Enter the elevator and press the button. Once you stop, leave the room and you will see a large bank area. Well, the Vox are in here too, so time for a fight. After you kill all the Vox, head north, but before heading into the vault room on the right, take a detour to the left and search around. When you arrive at a split between going north and going east, take the east path to find a Gear near a dead body. Take the north path to find a room with a code scrawled nearby. If you found the code book before, Elizabeth tells you to type the code in on the typewriter. Do so, and the cabinet to your left will move aside to reveal an Infusion, a Voxophone and some other goodies. Now head back through to the vault room, and keep going until you reach a Raven Man. He'll set four Vox and a sniper on you. Kill the Vox and stay away from the middle door until you are ready to confront the sniper. Then run in (or strategically aim) and kill the sniper. After that is done, keep going until you find an entrance that has apparently been burned open. Before going through, search the right area to find a Gear in a bucket next to a dead body. Pass through the burning entrance to find a tear, but before opening it, search the left room to find a Voxophone near a safe. As you are about to open the tear, the Raven Man finally attacks you. He's a bit tougher than a normal Raven Man, but not by much. After he dies, he disappears (and leaves nothing, that jerk), and you are free to open the tear. After the tear is opened, a Voxophone drops down and you can pick it up. OBJECTIVE: FIND THE FINAL TEAR You can't get out the way you came in, so head forward, where the vault door opens very eerily. Outside is...Lady Comstock. And here we go again. BOSS FIGHT: LADY COMSTOCK, ROUND 2 This is really no different from the first fight, only this is the same area as the Vox in the bank. Also different from the last fight is that you have access to a Dollar Bill vending machine which pumps out supplies that will actually help in this fight. And unlike the graveyard fight, there was a lot of money to be found in this bank, more than enough funds to win you this battle. Actually, if you spend more than $300 in this fight, I'll be quite surprised. The only issue you'll encounter is that Lady Comstock revives the dead really often, which can lead to an overflow of enemies you'll have to fight. It helps to have a crowd-clearing weapon like the RPG to buy yourself some time. Focus your fire mainly on Lady Comstock, but also kill off the undead if they are too annoying. After the fight, Lady Comstock will leave. Now we need one last tear. Head into the elevator and press the button. After stopping, leave the bank and follow the spectral footsteps again. The path is pretty linear at this point, but you are now headed for a locked door. Have Elizabeth unlock it, and you will enter a photography area. In it is the final tear. Open it, and you will now be able to go back to Comstock House. OBJECTIVE: RETURN TO THE COMSTOCK HOUSE GATE Do pick up the Voxophone that dropped though. On your way back to Comstock House, you will run into two Vox with flak cannons and a normal Vox member. It might be tough to find them, but they should jump down eventually and make themselves easier to kill. Make your way back to Comstock House. Here, you will be confronted by Lady Comstock. So begins what is hopefully the final round. BOSS BATTLE: LADY COMSTOCK, FINAL ROUND Here's the problem. Like the last fight, you have access to some vending machines nearby. However, your enemies are hiding behind some steel shields that block your bullets. You'll have to finish Lady Comstock quickly. After the fight, Elizabeth will confront Lady Comstock in a lengthy scene. After that though, Lady Comstock will open the gate for you and disappear. Which is good, because it's quite difficult to keep up with those fights. Enter Comstock House. --------------- Comstock House --------------- Run up and pull the lever. However, Songbird attacks and throws you at a building. I'm surprised you don't lose health during this. You wake up in Booker's office again. You can't open the front door so open the side door. You wake up again but this time in reality. Before you can respond though, Songbird crashes through. Elizabeth rushes in to save you and succeeds, only she's been taken away now. Booker now needs to save her. OBJECTIVE: ENTER COMSTOCK HOUSE Jump to the Hooks and jump down to the bridge. Cross the bridge, only to find that it is snowing around you. This is strange. You have no choice but to keep going though. Enter Comstock House, and run past the tears. They just tell you a bit about what happened to Elizabeth. Keep going until you see a bunch of beings who don't interact with you. There's something important to note here. This is the only time in the game you will encounter an enemy which has been named "Boy of Silence". It was on the official website and Bioshock Wiki, so I have no idea how this was conceived, but that is what it is known as. It's an enemy that doesn't hurt you, but searches an area with a camera light. If you are caught in the camera light, it will sound an alarm and disappear. This later results in Booker being mobbed by those beings that move around as if you don't exist. Your job is to hide from these Boys so that you don't get into useless fights. You have no choice but to provoke this Boy of Silence though because there is no other way past. Kill the guards (use ranged weapons, melee is not advised) and then proceed past the door. You can't proceed immediately though, so hit the intercom and attempt to get in. The problem is, there is no response on the other side. Thankfully, a really slow elevator comes down that will take you to the warden's office. From there you can open the door. It is slow so you'll have to wait for the elevator behind you to come down. After it arrives, board the elevator. OBJECTIVE: GO TO THE WARDEN'S OFFICE There is a Voxophone in the elevator which you can pick up. Push the button to go up. As you exit the elevator, be careful, as a Boy of Silence will be supervising the area. Once the light is out of range, sprint (walking is not recommended here) past him to the other side on the right. You can also duck left for some supplies and a Kinetoscope. Once past the Boy of Silence, you'll find yourself in another room with a tear. You'll see more of what's happening to Elizabeth, and then it closes. Run into the furnace room on the left to find another Voxophone, and then continue on to the right. Here you'll find a corridor with another tear, and then another room with a Boy of Silence to evade. Run behind some cover quickly, determine which side you're going to run on, and wait for the Boy to not cover that path before running. Do take some time to read his pattern though, it could save you an unnecessary fight. Past the Boy is a wide area backed by some Guards, a Raven Man and two Turrets. Then Guards aren't any different from the Policemen and the Vox that you've seen thus far, but the Turrets are placed in such a position that if you don't destroy them first, they can hit you in any place that you try to hide. Take them out first (or Possess one and buy yourself some time) and then kill the other enemies. After the firefight, head up the stairs and into the entrance. Walk to your left and follow the path through to find another tear. Comstock has quite the plans for Elizabeth. Proceed on to find another Kinetoscope. Keep going through the room and proceed until you reach a Boy of Silence. Normally I would tell you to avoid the Boy, but there is a Gear near where the Boy is standing. You risk being noticed if you take the Gear though, so do weigh your options before taking it. There is also a Voxophone in the area behind this Boy. Make your way to the open entrance when you are done. Keep making your way to the Warden's Office, running past a projector room that does explain a little bit of Elizabeth's current mindset. As you keep going you will run into another Kinetoscope, though you may have seen this one before and as such it won't count towards anything. As you walk into the Security Center, before running up the stairs, walk around the perimeter of the area (no enemies yet) and when you reach the projector, you will find a Voxophone nearby. To the right of the stairs, on top of a desk, is another Gear. When you walk up to the Warden's Office, there is a Voxophone immediately visible when you walk in. Pull the switch and you will be able to rescue Elizabeth now. OBJECTIVE: RESCUE ELIZABETH Unfortunately, a Boy of Silence will, for some odd reason, have snuck up on you and immediately sounds the alarm, sending a wave of enemies after you. You will be confronted by a series of Guards, but these shouldn't pose too much of a problem at this point. After they are dead, run outside and you will face more Guards. Some Guards will be on the other side of the railing (that you conveniently can't reach), so hopefully you have a long-range weapon that can deal with them. After the fight, head down the stairs, and you can now conveniently board the elevator with a Voxophone inside. OBJECTIVE: FIND ELIZABETH As the elevator stops, run through the newly-opened door and you will run into another tear. The Luteces are also here, but as always, they don't really make much sense. Run past them and head left to find... ELIZABETH!!!! Only something's not right. Run up to her and you'll see why. You'll now realize what was going on with the change in scenery. Elizabeth will show you a vision, but gives Booker the key to changing that vision. She then sends him back to the place he's supposed to be in so he can actually rescue Elizabeth. I have a lot of problems here. And to be honest, some of these would be solvable if more content was added here. Now that you're back in the present, run through the front door (other doors are locked) to find Elizabeth and Comstock. Your first view of him, but he runs. Anyways, you need to rescue Elizabeth. The way to do that is to destroy both of the machines on the left and right side that are hurting Elizabeth. You will face some Guards along the way though, so do be ready to fight. OBJECTIVE: TURN OFF THE MACHINES You can go either left or right, but there will be a Turret and some Guards on both sides. After dispatching them, the center area has two Turrets and a few more Guards. Now go up either staircase to stop one of the machines. When you do, you will need to go up the other staircase to stop the machine. However a Motorized Patriot and more Guards come to stop you when you do. When you stop both machines, Elizabeth is freed and all you have to do is go and pick her up. Run down to the machine, find Elizabeth and tend to her as she slowly recovers. OBJECTIVE: GO OUTSIDE AND FIND COMSTOCK'S FLAGSHIP Head back to the central area which led to the machines. You can unlock the door on the left that will take you to Comstock's zeppelin, or you can take a slight detour, open the lock on the right for three lockpicks to find an Infusion and a Voxophone. Now head the other way, unlock the door, and head up the elevator. -------------------- Hand of the Prophet -------------------- "Booker...are you afraid of God?" "No. But I'm afraid of you." This is a very interesting map as most of the battles will now take place in an aerial setting. So no, I'm not being vague here on purpose. OBJECTIVE: BOARD COMSTOCK'S AIRSHIP Not too hard. After scrounging around the area, unlock the door and head outside. As you proceed, you will met by Guards and Motorized Patriots. You are in a wide area, so do try to take advantage of your surroundings. After the battle, you can check the locked door at the other end fo the area for some goodies, and if you check the left door, you can find a Voxophone. As you proceed further, a gondola will descend. This will bring more Guards, but no other enemies so it should still be manageable. After the fight, before boarding the gondola, there is a telescope to your left for your viewing pleasure. After that, board the gondola and head to the Hand of the Prophet. However your rest time is cut short as Comstock's men attempt to kill you in the skies. OBJECTIVE: REPEL THE AERIAL ASSAULT This will require you to jump to different places in order to repel the assault. Be quick here because these enemies are not tough, but you will be fighting them on small areas, so this may result in you fighting multiple enemies in a small space. After a while some Vox will jump in, but it won't be any different from what you've been seeing before. Afterwards, you will dock below the Hand of the Prophet ship, and now begins the infiltration into Comstock's quarters. You'll always be fighting enemies now, so do make sure you have mastered your combat tactics at this point. This floor has Turrets and Guards. Nothing special, so fight your way towards the Skyline, clear it, and then check around the area before moving on. The second floor has some more Guards, but a few more goodies. There is a locked door that requires three lockpicks to open near the end of the floor, and inside are some goodies and a Gear. As you try to clear the Skyline though, Vox will attack the ship as you are boarding, which means you'll have to kill them off in order to continue your journey peacefully. They bring flak cannons and a Motorized Patriot, so do watch yourself. After all enemies are killed, take the Skyline up and drop when you are above one of the wings. Take the door and enter the Engineering Deck. ----------------- Engineering Deck ----------------- As you proceed forward, there will be some Guards and a Handyman ready to greet you. There are some Skylines and tears around, so keep moving and take advantage of your surroundings. Afterwards, proceed north to find more Guards and a Rocket Turret. Kill those, and check back where the Handyman was to find a Gear. Head up the staircase and Elizabeth will mention a Skyline you can take to the Prophet's cabin. Jump on and ride up. When you see the first platform you can drop to, jump down and open the door. OBJECTIVE: CONFRONT COMSTOCK Head into the room and go forward. Here is Comstock. Now watch what unfolds and interact where needed. I'll be honest here, I wasn't expecting things to go this easily. When the confrontation ended, I was really, really surprised. Well, I won't spoil it here. Anyways, now that you've talked with Comstock, you now have to find a way to destroy the Siphon blocking Elizabeth's powers. OBJECTIVE: FIND THE CONTROLS Head through the only door open, and climb up the stairs. You'll find yourself on the second floor of the ship. As you walk to the next set of stairs, before going up, enter the door on the right to find a Voxophone on the bed. The door on the left also contains a Voxophone. Head on up to the top floor to find a locked door. Have Elizabeth unlock it and take control of the zeppelin. However, the Vox attack and threaten to board. Elizabeth suddenly has a revelation and learns how to control Songbird in time to save you from the Vox attack. But things aren't over yet. OBJECTIVE: DIRECT SONGBIRD TO PROTECT THE ZEPPELIN And now Songbird is under your control. A great ally to have while you are fighting against a massive number of airships. Here's the thing though; Songbird has a certain amount of health (shown in the upper right hand corner of the screen) and can only be called when not on "cooldown". It can take down anything though, but only while it has sufficient time to rest. Elizabeth will tell you when Songbird is ready to fight again. You will have to direct its attacks to protect the zeppelin. Eventually, the Vox will increase their assault, and zeppelins will appear. OBJECTIVE: DESTROY ALL VOX ZEPPELINS I suggest using Songbird for this; it would be too difficult otherwise. Other than that, just keep clearing the deck of Vox and later, Motorized Patriots. There really isn't a solid strategy here other than to keep trying and keep fighting. Eventually, the battle should end after all the Songbird directing and defending. After the defense is over, you will reach Monument Island. Here, you will be able to talk to Elizabeth. Once you talk to Elizabeth, the ending begins, and I won't walk you through it because it is pretty self-explanatory. I hope you enjoyed the ending, and I also hope you enjoyed playing Bioshock Infinite! ******** Extras: ******** ---------------------------------- Voxophone Locations: (Incomplete) ---------------------------------- As with the audio pattern that we have seen in Bioshock 1 and 2, the Voxophones reveal more of the storyline and interesting stories that players can use to learn more about what is really going on in the story, as well as understand the viewpoints of the characters in the game. Do note that not all characters in the Voxophones will be encountered. There are 80 Voxophones in total. See if you can find them all! You will also get the Eavesdropper achievement if you do. (Note: I haven't found them all yet as I haven't been playing this game often enough to run through it multiple times. However, I do plan on updating this list as I find them.) #1. Once in the Welcome Center, take the left path that leads to a picture of Lady Comstock and a sign that says "And in my womb shall grow the seed of the prophet". To the right of that is the Voxophone. #2. In New Eden Square, right when you enter Columbia for the first time, you can head to the store called Hudson's, where the Voxophone will be near the bottom of a safe. #3. In New Eden Square, after leaving the grocery, head straight up the path and into a garden. Once in the garden, search the top of the table for this Voxophone. #4. In Raffle Park, after the scuffle with the policemen, walk into an area with cages and a Vigor vending machine. Search the table inbetween the cages to get this Voxophone. #5. In the Blue Ribbon, after the Shield upgrade, walk into the kitchen and the Voxophone should be on the counter. #6, In the Lansdowne House after the scuffle with the Policemen, look for the child bedroom in the house (it has toys in it) and the Voxophone is on the left side. #7. Outside the Montgomery Residence, after the shootout, go to the wooden stage of the Wild West show, and the Voxophone should be on the left. #8. In the Fraternal Order of the Raven, on the first/ground floor, is at the bar sitting on the bartop. #9. In the Fraternal Order of the Raven, on the ground floor after the fight with the hooded men, search the church seats and it should be visible. #10. In the Fraternal Order of the Raven, in the meeting room, go to the left room and it should be on a table. #11. In the Monument Tower Maintenance area, in the second half, search the area on the right to find the Voxophone on a desk. #12. In Monument Island, right when you enter the building, on your left is an open locker with this Voxophone. #13. In Monument Island, past the Siphon room, when you first enter, go through the door on the left side with white lights, and when you enter you should be in some medical area. On the table on the right should be this Voxophone. #14. In Monument Island, after entering the Siphon room, this should be right in front of you on a table. Hard to miss. #15. In Battleship Bay, when you wake up from the fall, search the shaded part of the beach, and under one of the carts is this Voxophone. Key word is under, so remember to look below the cart. #16. In Battleship Bay, after Elizabeth throws you money for a vending machine, go north of the vending machine (the route without a couple) to find a Gear and this Voxophone. #17. In Battleship Bay, in the arcade, go west of the Motorized Patriot stand and enter the male bathroom. This Voxophone is within sight. #18. In Battleship Bay, after the fight at the ticket station, head up the stairs where some Policemen came from and head to the room on the right. There is a Voxophone on a table there. #19. In Battleship Bay, while chasing after Elizabeth, you'll encounter paths to go north, west, and east. Go north to enter a room full of searchable goodies and a path leading to a Voxophone near a table. It's on top of some boxes. #20. In Soldier's Field, when you open the locked door at the entrance, this is in a closet all the way in the back. It's in the room with a safe, and the Voxophone is right across from it. #21. In Soldier's Field, after you see the First Lady Airship, head left to the Duke and Dimwit ice cream store, where the Voxophone is sitting on a table. #22. In Soldier's Field, after you see the First Lady Airship, look for a store called Founder's Books, and the Voxophone will be at the highest point in the store, at the top of the stairs. #23. In Soldier's Field, after Elizabeth's tear, head to the locked door on the left that contains a Gear and a Turret. This Voxophone is on one of the tables to the right. #24. In Soldier's Field, after getting the Bucking Bronco and the firefight, go to the building on the right and climb to the top floor. The Voxophone should be next to a gun, which in this case was the Carbine for me. #25. In Soldier's Field, after getting the Bucking Bronco and the firefight, go to the building on the left and go into the kitchen. The Voxophone should be hanging from a cabinet. #26. In Soldier's Field, after getting the Bucking Bronco and the firefight, go to the building on the right and find the code book. Once you have it, go to the building on the left, go to the bathrooms, and decipher the message. Then investigate the hat in the other bathroom stall to open up this area. The Voxophone is sitting on the table. #27. In Soldier's Field, after riding the Skylines, search the gondola to the left, and the bottom half should contain this Voxophone. #28. In the Hall of Heroes, near the Armory vending machine on the left of the entrance, go into the room, and the Voxophone should be on your left. #29. In the Hall of Heroes, in the First Lady Exhibit, after opening the locked door, head right to find this Voxophone. #30. In the Hall of Heroes, after Slate's men attack you in the courtyard, there is a room on the ground floor to the left that has been opened with the electricity. Enter it and find a Voxophone on the table. #31. In Soldier's Field, after obtaining Shock Jockey and before you activate the gondola, ride around on the Skylines and there will be a Shock Jockey outlet that you can charge up. Charge it and enter the area it opens. This Voxophone is sitting on a bed. #32. In Finkton Docks, right after Daisy drops you, head to the door on the left (will need to walk up a small ramp). The Voxophone is inbetween two desks on the left. #33. In Finkton, in one of the empty offices, is this Voxophone sitting on the table. #34. In Finkton, before going down the service elevator, check the lockers on the right for this Voxophone. #35. In Finkton, inside Chen Lin's place, is a Voxophone sitting in front of you. #36. In the Good Time Club, once you head backstage, in the dressing room, this Voxophone is on a table to the left. #37. In the Clock Shop, after finding the code book in the Good Time Club, head all the way back to the area with the code in Finkton (to the right of the entrance to Finkton) and decipher the code. Set the clock and this Voxophone is inside. #38. In the Good Time Club, past the projector room, is this Voxophone sitting right in front of you. #39. In Shantytown, in the bar, walk down the stairs to the right, and the Voxophone is on the table in the room there. #40. In Shantytown, at the Police Impound, ride a Skyline that will take you to higher ground. At the first place you can stop at, drop down. The Voxophone is right next to a hat. #41. In Bull House, after the fight, go to the left side, and at the entrance to the interrogation room, there is a Voxophone sitting on the bottom. #42. In Bull House, on the second floor, go to the middle office and search the upper left office. The Voxophone is sitting on top of a table. #43. In Bull House, after you have opened the tear, it is on the table after you leave the cell area. #44. In Shantytown, walk back to the bar to find people taking pictures with a dead Handyman. The Voxophone is near the Handyman. #45. In Shantytown, enter the bar, and this Voxophone is sitting on the table. #46. In Finkton, after returning to Chen's place, this Voxophone is now on a shelf. #47. In Finkton, after Daisy's call, before you unlock the door, search the right to find this Voxophone. #48. In Finkton, after rescuing the child from Daisy, search the right room to find this Voxophone. #49. In Emporia, near the ticket booth, head forward and you will find this Voxophone next to a body. #50. In Port Prosperity, after the huge firefight between the Vox, Motorized Patriot, and the Firemen, go back to the entrance and check the left and right doors. The left door should have a Voxophone in the backroom, and it should be visible when you go in. #51. In Port Prosperity, before you head through the turnstiles, head west and unlock the door to the bookstore. Once inside, look to your right to find a Voxophone sitting on a shelf. #52. In Port Prosperity, when you enter the bookstore, head downstairs and this Voxophone will be sitting on a table. #53. In Port Prosperity, if you picked up Voxophone #52, head back to the Salty Oyster bar and press the button under the cash register. This Voxophone is sitting inside a bucket. #54. In Downtown Emporia, head into the store below a cover tear, and head downstairs. There will be two Vox in here. Kill them, and this Voxophone is to the right of where the Vox were, in a little shelf (or space). #55. In Downtown Emporia, after the fight with the Motorized Patriot and Fireman, search the area to the left and you should find a door that needs three lockpicks to open. Open the door to find a Gear and a Voxophone waiting for you inside. #56. In Downtown Emporia, outside Comstock House, there is a Voxophone sitting on the stairs near a picture of Lady Comstock. #57. In Downtown Emporia, after the fight in the graveyard, follow the spectral footsteps, and when you hear Cyndi Lauper's "Girls Just Wanna Have Fun" song, as well as Elizabeth saying she remembers Albert Fink's house, turn around and you may see a pink tear. Jump onto the building (you may need to wait until it comes down in order to jump) and you will find this Voxophone on a piano. #58. In Downtown Emporia, in the Lutece Laboratory, this appears right after opening the first tear. #59. In Downtown Emporia, in the Lutece Laboratory, to the right of where the tear is/was, search the kitchen area to find another Voxophone sitting on a rack. #60. In Downtown Emporia, in the Lutece Laboratory, in the bedroom on the second floor, search the area to the left of the bed for this Voxophone. #61. In Downtown Emporia, in the Bank, in the room with the code, decode it to find a Voxophone in plain sight after the cabinet moves. #62. In Downtown Emporia, in the Bank, right before you open the tear, search the room to the left. Near the safe (or behind it) is this Voxophone. #63. In Downtown Emporia, in the Bank, after you open the tear, this Voxophone drops down where the tear was. #64. In Downtown Emporia, in the photography shop, after you open the tear, this Voxophone will be on the shelf after you view the tear. #65. In Comstock House, as you board the elevator to rescue Elizabeth, you will find this Voxophone right when you enter. #66. In Comstock House, after evading the first Boy of Silence, run into the room on the left (the furnace room) to find this Voxophone sitting in a bucket near the flames. #67. In Comstock House, where you encounter the Boy of Silence standing near a Gear, this Voxophone will be in the area behind the Boy. #68. In Comstock House, once entering the Security Center, you will find this Voxophone near a projector on the left side of the area. #69. In Comstock House, in the Warden's Office, sitting on a chair to the left is this Voxophone. #70. In Comstock House, after you save Elizabeth, before you chase after Comstock's zeppelin, go to the other door on the right that needs three lockpicks to open. Up the stairs is an Infusion and this Voxophone. #71. In Hand of the Prophet, after the fight with the Guards and the Motorized Patriots, unlock the door at the other end of the area. Check the left door, and once you open it, there will be a Voxophone waiting for you. #72. In the Engineering Deck, after confronting Comstock, head up the stairs to the second floor of the area, and enter the door on the right. Search the bed and the Voxophone should be there. #73. In the Engineering Deck, after confronting Comstock, to the left of where Voxophone #72 was, head to the door and enter. Walk around and you should see this Voxophone on the desk. 0000000000000000000000000000000000000000000000000000000000000000000000000000000 ------------------------------------ Sightseeing Locations: (Incomplete) ------------------------------------ While trying to achieve the Sightseer achievement, you'll need to view 37 unique Kinetoscopes or telescopes that will show you a bit more of Columbia's history, beliefs, and sights. Try and find them all! (Note: I haven't found them all yet as I haven't been playing this game often enough to run through it multiple times. However, I do plan on updating this list as I find them.) #1. A Kinetoscope in the Hudson's Store, right along with Voxophone #2. #2. A Kinetoscope to the left of the grocery store in New Eden Square. #3. After receiving a telegram, go to the left and look through the telescope. #4. At the entrance of the fair, a Kinetoscope is on the right. #5. Inside the Blue Ribbon, right when you first walk in. #6. Inside the Blue Ribbon, right when you first walk in. #7. Inside the Blue Ribbon, right when you first walk in. #8. Outside the Montgomery Residence, behind the cloth tent on the right. #9. Outside the Fraternal Order of the Raven, after the Raven Man fight, jump to the floating airship where there is a telescope you can look through. #10. In the Gondola Station, at the entrance to your right is a Kinetoscope you can view. #11. After dismounting the Skyline at the Monument Island Maintenance, turn around and you will see a Telescope to look through. #12. In Battleship Bay, when you are at the intersection that leads to the boiler room and the beach, the Kinetoscope is on the right. #13. In Battleship Bay, in the arcade, north of the bathrooms is a Kinetoscope for your viewing. #14. In Battleship Bay, in the arcarde, south of the Patriot stand, is this Kinetoscope for viewing. #15. In Battleship Bay, in the arcarde, south of the Patriot stand, is this Kinetoscope for viewing. #16. In Battleship Bay, in the arcarde, south of the Patriot stand, is this Kinetoscope for viewing. #17. In Battleship Bay, after getting off the gondola with Elizabeth, it is right up the stairs. #18. In Soldier's Field, all the way to the right, past the vending machine is a floating model of Soldier's Field and a Kinetoscope right next to it. #19. In Soldier's Field, after the Bucking Bronco and firefight, in the building on the right, search the bottom floor, and near the Armory vending machine is a Kinetoscope for your viewing. #20. In Soldier's Field, outside the Hall of Heroes, to the right of the entrace is a Kinetoscope for your viewing. #21. In the Hall of Heroes, after the fight in the courtyard, this Kinetoscope is between two vending machines. #22. In the Hall of Heroes, after the fight with the Motorized Patriots, the middle of the arena has a Kinetoscope for viewing. #23. In Soldier's Field, when you are boarding the airship, near the large airship model is this Kinetoscope. #24. In Finkton Docks, after Elizabeth rejoins you, search near the gondola and there will be a telescope for your viewing. #25. In Finkton, to the left of the entrance, is a Kinetoscope and a Vigor vending machine. #26. In the Good Time Club, at the entrance, go up the stairs and next to the Armory vending machine is a Kinetoscope. #27. In the Good Time Club, after the fight against Fink, head south of the stage to find a Kinetoscope next to a Vigor vending machine. #28. In Bull House, right at the entrance, search the office area to the right to find a Kinetoscope. #29. In Emporia, when the gondola has arrived, on the right side is a telescope that you can look through. #30. In Emporia, in the Salty Oyster, there is a Kinetoscope next to the bathrooms. #31. In Comstock House, after leaving the elevator, run to the area left of the Boy of Silence to find a Kinetoscope waiting for you. #32. In Comstock House, after you find a tear with Comstock discussing Elizabeth, follow the path to find a Kinetoscope. It's before the room with all the head masks inside. #33. In Hand of the Prophet, before boarding the gondola to reach the airship, look to your left to find this telescope. 0000000000000000000000000000000000000000000000000000000000000000000000000000000 ******************** Credits and Thanks: ******************** While a lot of this information was obtained through trial and error, there are still some credits I will need to make for where I got some information. ---------------------------- Thanks to Irrational Games: ---------------------------- This was a really enjoyable game and I loved the other Bioshock games that came out. Keep on making those games! ----------------------------- Thanks to the Bioshock Wiki: ----------------------------- I have no idea how you knew those enemies were called Boys of Silence, but with your help I figured out what they were called, and I managed to make some sense of the story with your help. ------------------------------- And thanks to you, the reader. ------------------------------- I hope reading this FAQ/Walkthrough was not the most challenging thing you had to do and that it helped you as you played. Feedback is well appreciated and I would love to hear from readers. That is all I can think of as of current writing. This list will grow as I obtain more information and start revising. _______________________________________________________________________________ A short mention if I may: IF YOU THINK I HAVE FORGOTTEN TO MENTION YOU IN THE CREDITS, PLEASE DO NOT ACCUSE ME OF PLAGARISM OUTRIGHT! PLEASE EMAIL ME FIRST AND WE CAN TALK ABOUT THIS!!!! It is my most sincere apology if I missed you. I did not mean it and I will credit you accordingly. Your emotions may be well directed towards me, but you will find that you will reach a simpler conclusion if you are calm and willing to be civil with me. I will also treat you with such civility, apologize, and have you written down the next chance I get. However, I would ask that you be reasonable in your requests. All authors have the same constraints, limitations, and tools to work with. Some are better than others, and some styles may look better in general (ie. borders). Yes, if you have borders that look like mine, it may look suspicious, but I ask that you be reasonable in that with only a limited amount of characters, this was bound to happen with more than one person. But if you do feel there is a problem, please inform me first, and I will be more than happy to fix the problems (ie. if I really did copy your format by accident, I will change the format, apologize to you, and credit you). I would prefer to solve things pleasantly, but do not mind getting dirty if I must. _______________________________________________________________________________ I sure hoped this helped you. Thank you for reading! Now scroll back up for the information! Please, please, please if you have any comments, feedback, and/or suggestions, email me at firstname.lastname@example.org with Persona 4 Golden in the subject line. I welcome constructive feedback, and only constructive feedback. Flaming or inappropriateness will not be tolerated by me and will be ignored and blocked.