FAQ/Walkthrough by Andrew Testa

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    FAQ/Walkthrough by Andrew Testa

    Version: 1.5 | Updated: 04/19/13 | Search Guide | Bookmark Guide


    AchievementDescriptionValue / Type
    A Real PistolKilled 25 enemies with the Broadsider Pistol5 / Bronze
    Aerial AssassinKilled 20 enemies with a Sky-Line Strike5 / Bronze
    Armed RevoltAssisted the Gunsmith10 / Bronze
    Auld Lang SyneCompleted the game on 1999 mode75 / Silver
    Big Game HunterKilled 100 enemies with the Carbine or Burstgun5 / Bronze
    Blood in the StreetsCompleted Emporia25 / Silver
    Bolt From the BlueKilled 5 enemies with a headshot while riding a Sky-Line25 / Silver
    Bon VoyageKilled 20 enemies by knocking them off Columbia25 / Silver
    Coins in the CushionLooted 200 containers10 / Silver
    Combination ShockPerformed all 8 of the Vigor combinations50 / Silver
    David & GoliathKilled 20 "Heavy Hitter" enemies10 / Bronze
    Dress for SuccessEquipped a piece of Gear in all four slots5 / Silver
    EavesdropperCollected every Voxophone50 / Silver
    First Class TicketBoarded The First Lady10 / Bronze
    Grand LargesseSpent $10,000 at the vending machines of Columbia10 / Bronze
    Hazard PayKilled 10 enemies by utilizing environmental hazards25 / Silver
    HeartbreakerKilled a Handyman by only shooting his heart50 / Bronze
    Here Little PiggyKilled 30 enemies with the Volley Gun or Hail Fire5 / Bronze
    Higher LearningCompleted Comstock House25 / Bronze
    Industrial AccidentKilled 20 enemies with a Sky-Hook Execution5 / Bronze
    Infused with GreatnessCollected every Infusion upgrade in a single game25 / Bronze
    Kitted OutFully upgraded one weapon and one Vigor10 / Bronze
    Loose CannonKilled 25 enemies with the Paddywhacker Hand Cannon5 / Bronze
    Lost WeekendKilled 5 enemies while you are drunk10 / Silver
    Master of PyrotechnicsKilled 20 enemies with the Barnstormer RPG5 / Bronze
    Mind Over MatterKilled 20 enemies using Possessed machines10 / Silver
    More for Your MoneyLured 3 enemies into a single Vigor trap 5 times25 / Silver
    On a Clear Day...Killed 30 enemies with the Bird's Eye Sniper Rifle5 / Bronze
    On the FlyKilled 30 enemies while riding a Sky-Line10 / Bronze
    Passionately ReciprctdKilled 150 enemies with the Machine Gun or Repeater5 / Bronze
    Platinum ColumbiaAcquire all other trophiesNA / Platnm
    Raising the BarUpgrade one attribute (Health, Shield, or Salts) to max level10 / Bronze
    Saw the ElephantCompleted the game on Normal difficulty or above25 / Bronze
    Scavenger HuntComplete 1999 mode w/o purchasing from Dollar Bill machine75 / Gold
    Seasoned to TasteKilled 30 enemies with the Peppermill Crank Gun5 / Bronze
    Shock TacticsRetrieved Shock Jockey10 / Bronze
    Should Auld AcqntnceUnlocked 1999 mode10 / Bronze
    SightseerUsed all telescopes and Kinetoscopes in the game50 / Bronze
    Skeet ShootKilled 5 enemies while they are falling25 / Silver
    Stone Cold PinkertonCompleted the game on Hard difficulty or above50 / Silver
    Strange BedfellowsKilled 20 enemies using allies brought in through a Tear10 / Silver
    Street SweeperKilled 50 enemies with the Shotgun or Heater5 / Bronze
    Tear 'em a New OneOpened 30 Tears25 / Bronze
    The Bird or The CageCompleted The Hand of the Prophet25 / Bronze
    The Roguish TypeUsed Elizabeth to pick 30 locks25 / Silver
    Tin SoldierCompleted the game on Easy difficulty or above10 / Bronze
    Vigorous OppositionKill 75 enemies with Vigors50 / Bronze
    Welcome to M.I.Reached Monument Island10 / Bronze
    Well RoundedUsed all 8 Vigors against enemies10 / Bronze
    Working Class HeroCompleted Factory25 / Bronze
    Written in the CloudsCompleted Lighthouse5 / Bronze

    1999 Mode: In 1999 mode, enemies deal more damage and you deal less damage. It costs more money to respawn after you die, and if you don't have that money, it is a game over ala old-school video games. The name is kind of strange, though, as games weren't all that difficult in 1999 (they just weren't a pushover like today's games). In 1999, I actually played Super Smash Bros., Guardian's Crusade, Silent Hill, SimCity 3000, Mario Party, FF8, Need for Speed, EverQuest, Pokemon Snap, RollerCoaster Tycoon, Baldur's Gate, Counter-Strike, Persona 2, Ape Escape, Ogre Battle 64, Syphon Filter, Command & Conquer, Tony Hawk's Pro Skater, Soulcalibur, RE3, Ages of Empire II, GTA2, Crash Team Racing, Pokemon Yellow, Rayman 2, Spyro 2, Half-Life: Opposing Force, Medal of Honor, Chrono Cross, and Donkey Kong 64, and none of these games were extremely "very hard hardcore" difficult. It was a great year for gaming, though, as evident by the major titles such as Chrono Cross, FF, Pokemon, Tony Hawk, MoH, EQ, to name a few. But "very difficult" is a bit of a misnomer. Also, perhaps this mode was titled because of System Shock 2.



    In a nutshell, Possession turns the targetted enemy into an ally for a short duration. The Possessed ally attacks enemies as you would expect, but it also importantly serves as a great distraction while you fighting. The duration depends on the enemy it is used on; as a basic rule, the stronger the enemy, the shorter the duration.

    It is a very useful Vigor throughout the game. It is also the first Vigor that you receive in the game; as such, you will get used to it quickly. At first, you can only possess machines, but after you upgrade it, you can possess humans also. For machines, you have to worry about the machine turning you after the duration, but humans will commit suicide once the Possession spell is up.

    With that said, this is still a great spell to use on machines. In fact, it is more useful on machines as they can take some abuse. You should use Possession on whatever turrets you see throughout the game, as their constant rate of fire does a great job hindering other enemies.


    Devil's Kiss is purely an offensive Vigor. It contains little in the way of utility, but it deals massive damage. Who needs utility when everyone is already dead? In its normal form, Devil's Kiss functions as a powerful grenade. In its button-held form, Devil's Kiss can be used as a trap that explodes for massive damage when it is triggered.

    You should use Devil's Kiss for groups of enemies clumped together. Most of the time, they will run out of the way, but they will still be in the damage radius of the attack. Devil's Kiss can also be used to kill enemies that are in cover, as you can just throw it in the vicinity of the cover to damage the enemy.

    In its trap form, Devil's Kiss really shines. You can throw down Devil's Kiss traps at chokepoints, such as halls or areas that you know a charging enemy will run over, and basically kill everyone without firing a single shot. It's not extremely expensive to cast, either. All in all, use this Vigor for offense when you have Salt to spare.


    Murder of Crows is almost purely a utility Vigor: you'll use it to stun the enemy and leave them vulnerable to damage with your weapon. You will almost forget about Murder of Crows completely when you get Shock Jockey; this is because they both do the same thing, but the latter does it for less Salt.

    Even so, it has some uses until you get Shock Jockey. Since you'll be facing a lot of normal humans in the beginning of the game, Murder of Crows serves as great crowd-control while you fire away. In its trap form, Murder of Crows performs the same task, but at a pretty high Salt cost.

    Overall, Murder of Crows is almost completely replaced by Shock Jockey. Toward the end of the game, you should keep Murder of Crows handy for Handymen, but that's basically it. Truly unforunate, given the cool animation for Murder of Crows.


    Although sometimes overlooked, Bucking Bronco is a great Vigor: it levitates the enemy in the air, stopping their offense and leaving them extremely vulnerable defensively. It is great for charging enemies and close-corridor combat.

    If enemies are at low health while under the effects of Bucking Bronco, the Vigor will kill them instead of merely levitating them. It is a crowd control ability at heart, though, and should be used on charging enemies and also for melee players.


    One of the best Vigors in the game, Shock Jockey serves the sole purpose of stopping the enemy in its tracks, and it performs this task quite well. It is an almost instant "zap" and it can be used on enemies far away like snipers. It lasts a long time, and it doesn't cost much Salt. It even has a cool, Star Wars Episode VI Emperor animation. What's not to like?

    The trap version of Shock Jockey is also terrific: lay one of these down, and multiple enemies who try to cross it will be stunned indefinitely. While these enemies are stunned, they are extremely vulnerable to attacks; given this, you can save a lot of ammo (and therefore money) if you use Shock Jockey diligently throughout the game.

    Essentially, this is one of the Vigors that you'll always want in an active slot. It's all-purpose and exceptionally performs its crowd-control ability. It's also really neat looking, too. :)


    This is a melee Vigor: use it to charge the enemy and leave them vulnerable to your attacks. It is useful for quickly traversing the battlefield as well as reaching ledges and other hard-to-reach areas that contain enemies. You probably won't use this Vigor very much unless you're a melee character, but it definitely has its uses.


    Don't knock it before you try it! Undertow does zero damage, but it can be used to push enemies. This is extremely useful in areas with ledges. When you knock an enemy into the abyss below, they die instantly. This makes the ability almost too powerful in areas with ledges: you can mow down several enemies with a simple tap of a button.

    Keep in mind that it won't push big enemies or machines. However, on most of these bigger enemies, Undertow actually does damage. In this way, Undertow is very well-rounded and effective on almost every enemy. Along with Shock Jockey, these are two of the best Vigors in the game.


    "I gave a letter to the postman, he put it his sack. Bright in early next morning, he brought my letter back." Elvis! Lyrics aside, this is mostly a defensive Vigor at heart. It is basically a shield that absorbs gunfire, and it will give you the ammo that it absorbs. Unfortunately, you receive this Vigor late in the game when money is not as tight. Still, Return to Sender is a great defensive Vigor and useful when you're out of cover.



    The Pistol is the first gun you receive in the game. It does mediocre damage, but it's pretty effective in the early portion of the game. You can fire it as fast as you can button mash, and it has a pretty good aim for headshots. You'll also find ammo for it basically everywhere.


    The Machine Gun is a moderate upgrade from the Pistol overall, but it is much better when you're facing multiple enemies and you need to deal out the damage. It has a fast rate of fire, but you can't just hold down the trigger because of the bad recoil. It's also pretty inaccurate.

    However, these shortcomings are erased by the fact that Machine Gun ammo can be found basically all the time. You'll probably want to replace this weapon when you find a more unique weapon, but you might find yourself swapping back to it because you've got the ammo.


    The Shotgun is a great secondary weapon. It is great for close encounters and when you need a lot of firepower. Although it should be primarily used up close, it is also servicable from far away, given its spread of bullets. It's a fun and good weapon overall.

    The main drawback to the shotgun is when you need to reload. The reload time is absolutely atrocious, and you'll almost always want to just put one bullet in the chamber before you fire again. However, because of the extreme power of the shotgun, you might end up reloading out of combat. Also, after the chamber is empty, you can just switch to another weapon and reload after combat.

    Overall, it's a good weapon throughout the game, and a great weapon when you first acquire it. It's also fun to blast away stuff, too. :)


    The Carbine might seem a little weak at first because it's not exactly an automatic weapon, after all. However, this is perhaps its only shortcoming; that is, it has above average power and it is also easy to aim through. Usually a few well-placed shots take normal enemies down, and it just feels like one has good control of the weapon overall.


    This is more of a situational weapon than in other games. The scope zooms in very far, but it's also pretty wonky to aim through the scope and the fisheye lens can make it disorienting to fire. Obviously, though, it's your best bet for long-distance encounters, and it is also extremely powerful overall.

    Given the scope, it is also easy to headshot opponents. You'll also probably be most at home with sniper rifles overall, since they are such useful and exceptional weapons in most FPS games. As a whole, it's a good weapon in some situations. It's not as much worth holding onto, though, as there will usually be a sniper rifle lying around in those situations.


    This is an even more situational weapon than the sniper rifle. It's great for taking down big machines (handymen, turrets, motorized patriots, etc), but pretty much useless for taking down the lone enemies you encounter at most points in the game. That is to say, it's kinda overkill to take down a normal gun-toting enemy with this weapon.

    Along with destroying machines, the RPG is also good for taking out blobs of enemies. It does some splash damage, colloquially known as AOE or area of effect. Given this, it can damage Booker if you fire it too close. It is also slow to travel if you fire it far away, so you might miss a target just because it has moved.


    Overall, the Volley Gun is a fun weapon. It can deal high damage up close and is relatively quick to reload. It has some area of effect explosion, but you should primarily use it directly at targets and not lean on its ability to take out blobs of enemies with one shot.


    This is yet another very interesting weapon. It has a ton of ammo in its chamber, but it goes through the ammo quickly. It also takes a second or two for it to get started firing, so it's not best for those be-quick-or-be-dead circumstances. Overall, it's like an extreme version of a heavy machine gun, or perhaps those immobile gun turrets that you often find in FPS games. It's fun to mow down a slew of charging enemies with this weapon, and it has a distinct Tony Montana ala Scarface feel to it.


    Basically, this is an incredibly powerful version of a normal pistol. However, it's not exactly a clear-cut "upgrade" to the pistol: although it can often take down most targets with a single shot, it has a big recoil and you must wait between each shot. In addition, it takes a bit of time to reload the Hand Cannon. Think of it as a gun from those old Western movies.


    This is basically an upgrade to the machine gun. In the first half of the ammo, machine gun ammo is abundant, while in the latter half, repeater ammo is abundant. It is more powerful than the machine gun, but it has a slower rate of fire. Given its slower rate of fire, though, it can be considered more accurate than the machine gun. This is basically a go-to weapon for the latter half of the game.


    The Hail Fire is pretty unique, but overall it's a "designer weapon" put into the game to give you more variety. With this weapon, you can detonate the shot explosion mid-air, and you can also bounce the shots off of walls. You hold down the fire button and release it when you want the shot to explode. You can also think of it as a grenade launcher of sorts, given it's ability to bounce off walls and explode after a few seconds. It's good to use on enemies in cover, as well.


    Basically, the Burst Gun is a Carbine that has a scope and fires in three shot "bursts." This might seem awesome, but each shot in the three round burst is very weak, and one of the shot usually misses on moving targets. It has a cool sound effect, though, and ammo is easy to find at the end of the game.


    This is another designer weapon that you probably won't use very much. It's cool, though. It is basically a much more powerful shotgun with fire damage after. This might seem great, but there is only one bullet in each magazine, and it is kinda useless in moderate to long range combat. It's also a liability up very close, as it can damage Booker. You can first get this gun in Soldier's Field: you can still it from the toy store near the merry-go-round. It's a cool weapon, but not at all better than the normal shotgun. The ammo for the Heater is hard to find, also.

    Tips, Tricks, & Basics Section

    Tips n' Tricks

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

    Elizabeth helps you in several ways during the course of your adventure:

    • She finds ammo and money for you.
    • She can unlock doors for you. The lockpick doors usually contain Voxophones and sometimes even Infusions. Almost all of them contain safes with Silver Eagles.
    • She points out lockpicks for you. "Grab that lockpick over there!"
    • She highlights Voxophones, Gear, and Infusions if you're in a room for a while.
    • She can open "tears" for you. These tears can have medical kits, weapons, cover, freight hooks, distractions, turrets, Mosquitos, Motorized Patriots, etc.
    • She is a strong heroine with a good story. :)

    Version History

    Version 1.5 (04/19/13): Added "Voxophone Locations & Transcripts" section. All 80 Voxophones covered.

    Version 1.4 (04/18/13): Added Vigors, Weapons, and Achievements sections. Reformatted section headers. Basics Section put at end.

    Version 1.3 (04/17/13): Screenshots complete; remainder of walkthrough proofread.

    Version 1.2 (04/16/13): Screenshots up to Emporia; writing finally proofread.

    Version 1.1 (04/15/13): Walkthrough complete!

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


    • CJayC for creating GameFAQs.
    • Sailor Bacon and Devin Morgan for continuing, maintaining, and administering GameFAQs.
    • The BioShock Infinite Wiki for originally writing out the transcript text from in-game to the internet. The Wiki itself was very helpful for my playthroughs of the game, and I recommend it!
    • You! For reading this guide, of course. :)

    Contact Information

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

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

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

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

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


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