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BioShock: The Collection eGuide
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Contents

  • Bioshock
    • One Man’s Vision…
    • About This Guide
    • Residents of Rapture
      • The Rapture Elite
      • Splicers
      • The Adam Gatherers
      • Rapture Security
    • Life Underwater
      • Gameplay Fundamentals
      • Beyond the Basics
    • Arm Yourself
      • Weapons Guide
    • Evolve Today!
      • Overview
      • Plasmids
      • Gene Tonics
    • U-Invent
      • Inventions and Components
    • Walkthrough
      • Introduction
      • Welcome to Rapture
        • Overview
        • Whereabouts Unknown
        • Bathysphere Station
        • Lounge
        • Elevators
        • Kashmir Restaurant
        • Footlight Theatre
      • Medical Pavilion
        • Overview
        • Foyer (First Visit)
        • Emergency Access
        • Foyer (Second Visit)
        • Surgery Foyer (First Visit)
        • Eternal Flame Crematorium
        • Twilight Fields
        • Kure All
        • Painless Dental
        • Dandy Dental
        • Surgery Foyer (Second Visit)
        • Surgery
        • Lounge
        • Foyer (Third Visit)
      • Neptune’s Bounty
        • Overview
        • Bathysphere Station
        • Lower Wharf
        • Fontaine Fisheries (First Visit)
        • Upper Wharf
        • Wharfmaster’s Office
        • Jet Postal
        • Fighting Mcdonagh
        • Fontaine Fisheries (Second Visit)
        • Relinquish Your Weapons
        • Freezer Top Floor
        • Freezer Bottom Floor
      • Smuggler’s Hideout
        • Overview
        • Flooded Cave
        • Control Room
        • Submarine Bay
      • Arcadia
        • Overview
        • Tea Garden
        • Arcadia Glens
        • Rolling Hills
        • Waterfall Grottos
        • Research Laboratories
        • Langford’s Office
        • Tree Farm
      • Farmer’s Market
        • Overview
        • Market
        • Silverwing Apiary
        • Worley Winery
      • Restoring Arcadia
        • Overview
        • Langford’s Office
        • Research Laboratories
      • Fort Frolic
        • Overview
        • Bathysphere Station
        • Go to Fleet Hall
        • Fleet Hall Theatre
        • Photograph the Dead Pianist
        • Atrium (First Visit)
        • Cohen’s Collection
        • Frozen Tunnel
        • Poseidon Plaza (First Visit)
        • Atrium (Second Visit)
        • Poseidon Plaza (Second Visit)
        • Eve’s Garden
        • Atrium (Third Visit)
      • Hephaestus
        • Overview
        • Bathysphere Station
        • Central Control
        • Hephaestus Core (First Visit)
        • Heat Loss Monitoring
        • Hephaestus Core (Second Visit)
        • Search The Workshops
        • Kyburz’s Office
        • Geothermal Control
      • Rapture Central Control
        • Overview
        • Control Room
        • Ryan’s Office
      • Olympus Heights
        • Overview
        • Tenenbaum’s Safehouse
        • Olympus Heights
        • Mercury Suites
        • Tenenbaum’s Apartment
        • Fontaine’s Apartment
      • Apollo Square
        • Overview
        • Apollo Square Streets
        • Artemis Suites
        • Dr. Suchong’s Clinic
        • Apollo Square
        • Hestia Chambers
        • Atlas’s Headquarters
      • Point Prometheus
        • Overview
        • Atrium
        • Little Wonders
        • Optimized Eugenics
        • Mendel Family Library
        • Failsafe Armored Escorts
      • Proving Grounds
        • Overview
        • Museum Lobby
        • South Wing
        • North Wing
      • Fontaine
        • Overview
        • Fontaine’s Lair
    • Achievement & Trophy Guide
      • Game Completion Series
      • Crafting Series
      • Plasmid Mastery Series
      • Weapon Upgrade Series
      • Research Series
      • Hacking Series
      • Special Series
    • Challenge Rooms
      • The "I" in Team
      • A Shocking Turn of Events
      • Worlds of Hurt
      • Achievements and Trophies
  • Bioshock 2
    • Introduction
    • Residents of Rapture
      • Subject Delta
      • The Rapture Elite
      • Splicers
      • The Protector/Gatherer Program
      • Rapture Security
    • Into the Dive Suit
      • Gameplay Fundamentals
      • Exploring Rapture
      • Protector in Combat
      • Beyond the Basics
      • Machines of Rapture
    • Big Daddy Weaponry
      • Bullet Supply
      • Weapons Guide
    • Evolve Today!
      • Gatherer’s Garden
      • Plasmids
      • Gene Tonics
    • Walkthrough
      • Adonis Luxury Resort
        • Overview
        • Lobby
        • Adonis Baths
        • Bridge Courtyard
        • Grand Foyer
        • Demeter’s Banquet Hall
      • Atlantic Express Depot
        • Overview
        • Airlock
        • Train Workshop 6A
        • Drafting Room
        • Train Workshop 6B
        • Switching Hub
        • Train Station
      • Ryan Amusements
        • Overview
        • Train Station
        • Museum Entrance
        • Rapture Museum
        • El Dorado
        • Back to the Museum
        • Journey to the Surface (Part 1)
        • Journey to the Surface (Part 2)
        • Hall of the Future
        • Melting The Ice
      • Pauper’s Drop
        • Overview
        • Train Station
        • Fishbowl Diner
        • Town Square
        • Market
        • Limbo Room
        • Sinclair Deluxe Tenements
        • Grace’s Apartment
      • Siren Alley
        • Overview
        • Little Eden Plaza
        • Maintenance Area
        • The Pink Pearl
        • Back to the Maintenance Area
        • Plaza Hedone
        • Pump Station Access (First Visit)
        • Pump Station No. 5
        • Pump Control Substation 5
        • Pump Station Access (Second Visit)
      • Dionysus Park
        • Overview
        • Basement Storage
        • The Promenade
        • Triton Cinema
        • Imago Fine Arts
        • J. Fischer Gallery
        • Lamb’s Garden
        • Train Station
      • Fontaine Futuristics
        • Overview
        • Train Station
        • Lobby
        • Security
        • Frank Fontaine’s Plasmid Spectacular Theater
        • Frank Fontaine’s Office
        • Lab Airlock
        • Fontaine’s Plasmid Research & Development
        • ADAM Research Laboratory
        • Live Test Facility
        • ADAM Research Lab
        • Hidden Elevator
      • Outer Persephone
        • Overview
        • Therapy Entrance
        • Main Atrium
        • Lamb’s Office
        • Cell Blocks
      • Inner Persephone
        • Overview
        • Docking Platform (First Visit)
        • Security Office
        • Holding Wing (First Visit)
        • Cell Blocks
        • Holding Wing (Second Visit)
        • Therapy Wing
        • Infirmary Wing
        • Pediatric Ward
        • Docking Platform (Second Visit)
        • Story Conclusions
    • Protector Trials
      • The Rules of Engagement
      • General Tips
      • The Adonis Baths
      • Atlantic Express Train Upkeep
      • Pauper’s Drop Market
      • Simon Wales’ Church
      • Folly of Dionysus
      • Persephone Cellblock F
      • Bonuses, Achievements, and Trophies
    • Minerva’s Den
      • New Discoveries
      • Find Charles Milton Porter
      • Restore Power to Minerva’s Den
      • Get to Porter’s Office
      • Take the Operations Punchcard
      • Head for Operations
      • Find the Gravity Well Plasmid
      • Find a Bathysphere Signal Beacon
      • Hack the Signal Beacon
      • Get to Computer Core Access
      • Reset the Climate Control Turbine
      • Print Out The Thinker’s Code
      • Defeat Reed Wahl
      • Achievements and Trophies
    • Achievement & Trophy Guide
      • Story Progression
      • Variable Endings
      • Hooked on ADAM
      • Power to the People!
      • Hackers Wanted
      • Smile for the Camera!
      • My Daddy Can Beat Up Your Daddy!
      • Something Special
  • Bioshock Infinite
    • Foreword
    • About This Guide
    • Detective Training
      • Gameplay Fundamentals
      • Catalogue for 1912
      • Elizabeth
      • Sights and Sounds of Columbia
    • Guns of Liberty
      • Overview
    • Vigors
      • Overview
      • Possession
      • Devil’s Kiss
      • Murder of Crows
      • Bucking Bronco
      • Shock Jockey
      • Charge
      • Undertow
      • Return to Sender
    • Gear
      • Columbia Chronicles
      • Randomized Gear
      • Guaranteed Gear
      • Build Examples
    • Walkthrough
      • In the Name of the Prophet
        • Introduction
        • Lighthouse
      • A Day at the Fair
        • Town Center
        • Comstock Center Rooftops
        • Monument Island Gateway
      • Bring Us the Girl
        • Monument Tower
        • Battleship Bay
        • Soldier’s Field
        • Hall of Heroes
      • Guns for the Lady
        • Finkton Docks
        • Finkton Proper
        • Shantytown
        • The Factory
      • Family Reunion
        • Emporia
        • Downtown Emporia
      • Flight of the Songbird
        • Comstock House
        • Hand of the Prophet
        • Hangar Bay
    • Enemies of the People
      • Soldiers (Founders and Vox)
      • Automatons (Turrets)
      • Mosquito
      • Zealot of the Lady
      • Fireman
      • Motorized Patriot
      • Beast
      • Handyman
      • Siren
      • Boys of Silence
    • Achievement & Trophy Guide
      • Introduction
      • Story Achievements
      • Combat Achievements
      • Upgrades and Collectibles
    • Clash in the Clouds
      • Battle Prep
      • The OPS Zeal
      • Duke and Dimwit Theater
      • Raven’s Dome
      • Emporia Arcade
      • Achievements and Trophies
    • Burial at Sea, Episode 1
      • Overview
      • Market Street
      • High Street
      • Cohen’s
      • Fontaine Station
      • Fontaine’s Department Store
      • Housewares
      • Achievements and Trophies
    • Burial at Sea, Episode 2
      • Introduction
      • Toy Department
      • Ryan the Lion Preparatory Academy
      • Bathyspheres DeLuxe
      • Columbia
      • Return to Rapture
      • Suchong’s Free Clinic
      • Achievements and Trophies
  • Credits
    • Legal

BioShock: The Collection Guide › Bioshock Infinite › Guns of Liberty

Overview

During your stay in Columbia, you’ll find a vast arsenal of weapons, each with its own unique strengths and abilities. Every gun Booker finds can also be upgraded up to four times, allowing a gun to be more efficient, deal more damage, or affect more enemies.

In this section, you’ll find data for each weapon—including damage and rate of fire—along with tips on how to use every armament, as well as strategy for when and why you should upgrade.

Warning!

There are spoilers in this section. You should not use this guide before you progress through the game if you do not want to discover any storyline-related details!

Weapon data contains the following stats:

Damage (Min): Damage dealt by a gunshot is random—this stat shows the minimum amount of damage a shot can inflict.

Damage (Max): As opposed to the minimum damage, this is the most damage a single shot deals. These two numbers are based on Normal difficulty; the numbers will be lower or higher on harder or easier difficulties, respectively.

Critical Multiplier: This is a measure of how much the damage will be multiplied on a critical hit. This is usually a headshot, but might be different on certain enemies like the Motorized Patriot.

Rounds per Minute: How many times you can fire the weapon if you press the button as quickly as possible—or hold down fire for a minute with an automatic weapon. Generally, the higher the number, the faster you can fire the weapon.

Magazine Capacity: How much ammo a single clip holds when you first pick up the weapon. You can increase this stat on several weapons through upgrades.

Reserve Capacity: How much ammo can be held for a weapon outside of the clip. You can likewise increase this stat through weapon upgrades.

Notes: If a weapon has any special feature or utility, it is listed in this field.

Lessons Learned from Wounded Knee

Here are some general tips to consider when picking your weapon load out:

Use the weapon you want: You can get through most of the game using only the weapons you prefer, as long as you keep upgrading them. Don’t feel pressured to use a weapon just because it’s new.

Booker can only carry two weapons, so make sure the ones you have are fully loaded: If you’re running low on ammo, consider switching to a different weapon. You will often pick up ammo for weapons you aren’t using, so switching to any available weapon should give you a fully loaded gun.

Many weapons have increased accuracy when aiming down the Iron Sights: You can control the random spray of gunfire by entering into Iron Sights, so use them especially when fighting enemies at a distance, even with the Pistol.

Don’t needlessly spend money on upgrades: Don’t buy every weapon upgrade available, especially if they’re for weapons you don’t use or prefer. Focus on a few weapons so you’ll have enough money to afford the more expensive Vigor upgrades.

Reload after every fight to stay prepared for anything: After clearing out a wave of enemies, reload both your weapons before moving on. You don’t want to run into a group of adversaries with an empty clip!

Search everywhere: You can not only find more ammo on enemy corpses and in boxes lying around, but you can also walk over defeated enemies’ weapons to add their ammo to your own. If you’ve defeated an opponent using the same weapon as you, you won’t receive a prompt to pick up their weapon, but you’ll still get the ammo for your gun.

Don’t rely on Elizabeth too much: Elizabeth does give you ammo, but not continually. After giving you ammo once, it’ll be a while before she’ll find enough to give you more for a particular weapon. If you run out of ammo after Elizabeth helps you out, consider switching to a different weapon.

Broadsider Pistol

Stats
Damage (Min) Damage (Max) Critical Multiplier Rounds per Minute Magazine Capacity Reserve Capacity Notes
85 115 3.5x 400 12 108 —
Upgrades
Upgrade Cost Function First Available In
Damage Boost 1 $199 Increases damage by 25% Inside Hall of Heroes
Damage Boost 2 $199 Increases damage by 25% The Factory
Ammo Increase $404 Increases reserve ammo to 162 Finkton Docks
Clip Increase $275 Increases clip size to 18 Battleship Bay

Strategy

The Broadsider Pistol is the first weapon you’ll find in Columbia. The Pistol doesn’t deal much damage, but its speed and high ammo count make it a valuable weapon throughout most of the game.

Although it doesn’t deal much damage per shot, the Pistol can fire very quickly—as fast as you can pull the trigger! The Pistol also reloads quickly, so when using the Broadsider, don’t be afraid to spray ammo everywhere!

The Pistol deals huge damage on a critical hit, which is often enough to take out many soldiers in one to two shots. When using the Pistol, aim toward the heads of your enemies to take them out quickly.

Triple R Machine Gun

Stats
Damage (Min) Damage (Max) Critical Multiplier Rounds per Minute Magazine Capacity Reserve Capacity Notes
72 88 1.5x 600 35 105 —
Upgrades
Upgrade Cost Function First Available In
Damage Boost 1 $236 Increases damage by 25% Welcome Center
Damage Boost 2 $236 Increases damage by 25% The Factory
Accuracy Boost $512 Reduces spread by 75% Inside Hall of Heroes
Clip Increase $391 Increases clip size to 70 Finkton Docks

Strategy

Shortly after escaping Raffle Square, you’ll find the Rolston Reciprocating Rifle or Triple R, an automatic rifle that can quickly unload into your enemies. The greatest asset of this Machine Gun is its availability—almost every group of enemies you’ll fight has at least one soldier carrying one, giving you many opportunities to replenish your ammo.

Unfortunately, you’ll need to replenish its ammo fairly often, as it chews through your supply almost immediately. Even though you can carry a reserve of 105 bullets, this is only enough to reload three times, so you might quickly find yourself low on ammo.

Damage dealt by the Machine Gun is very low, and the critical multiplier isn’t very high, so don’t waste your bullets aiming for headshots. Target the center of mass on enemies to compensate for the Machine Gun’s spread and ensure that all shots fired hit your target.

China Broom Shotgun

Stats
Damage (Min) Damage (Max) Critical Multiplier Rounds per Minute Magazine Capacity Reserve Capacity Notes
765 1035 1.5x 45 4 20 Damage degrades with distance
Upgrades
Upgrade Cost Function First Available In
Damage Boost 1 $255 Increases damage by 25% Finkton Docks
Damage Boost 2 $255 Increases damage by 25% Emporia
Reload Increase $456 Increases reload speed by 50% Finkton Docks
Spread Boost $360 Increases spread by 20% Downtown Emporia

Strategy

The China Broom Shotgun, most likely named for the way it spreads buckshot in a fan-shaped pattern, is a very powerful weapon that deals pretty good damage from far away and huge damage up close! This Shotgun is one of the best secondary weapons you can carry, since it gives you a powerful weapon that you can save for heavy hitters and close-range encounters.

Save the China Broom mostly for close confrontations. From point-blank, the China Broom can deal enormous damage, easily enough to kill a soldier enemy in a single shot and occasionally two foes at once!

The greatest disadvantage of the China Broom is its lengthy reload time—it can take a long time to fully reload all four rounds. Once you can buy the Reload Increase upgrade, do it—it’ll speed your reload significantly, nearly removing the gun’s greatest drawback!

In the middle of a fight, you can cancel the reload and fire as soon as a single round has been loaded into the chamber. Don’t waste time waiting to reload all four shots unless you are safely out of combat.

Bird’s Eye Sniper Rifle

Stats
Damage (Min) Damage (Max) Critical Multiplier Rounds per Minute Magazine Capacity Reserve Capacity Notes
595 805 2.5x 50 4 20 Using Iron Sights activates scope
Upgrades
Upgrade Cost Function First Available In
Damage Boost 1 $349 Increases damage by 25% Inside Hall of Heroes
Damage Boost 2 $349 Increases damage by 25% The Factory
Fire Rate Boost $654 Increases fire rate by 100% Finkton Docks
Recoil Decrease $288 Decreases recoil by 50% Finkton Docks

Strategy

If you need to take out an enemy from a very long distance, the Bird’s Eye Sniper Rifle is the perfect weapon. Activating Iron Sights allows you to use a scope that lets you target opponents from quite far away.

When using the Sniper Rifle, you might be tempted to aim for headshots, but you should try to aim at center mass whenever possible—a single body shot is enough to take out any soldier on normal difficulty, even late in the game.

While the Sniper Rifle is great against enemies from far away, it’s much harder to use when attackers get close. Aiming while looking down the scope is slow, and it’s very difficult to use the Bird’s Eye while firing from the hip.

In most situations, it’s generally best to not hold on to a Sniper Rifle for too long—whenever you might need one, you’ll probably be able to find one. If you really want to carry one around, keep a secondary weapon constantly stocked to use when enemies get close.

Barnstormer RPG

Stats
Damage (Min) Damage (Max) Critical Multiplier Rounds per Minute Magazine Capacity Reserve Capacity Notes
1250 1750 — 40 2 8 —
Upgrades
Upgrade Cost Function First Available In
Damage Boost 1 $385 Increases damage by 25% Inside Hall of Heroes
Damage Boost 2 $385 Increases damage by 25% Emporia
Clip Increase $816 Increases clip size to 3 Inside Hall of Heroes
RPG Speed Boost $333 Increases projectile speed by 100% Downtown Emporia

Strategy

The Barnstormer RPG is an incredibly powerful weapon that fires a slow-moving but deadly rocket-propelled grenade toward your enemies. These rockets inflict incredible damage and can take out several enemies in a single shot or destroy a heavy hitter very quickly.

It’s best to employ the RPG against adversaries that are fairly far away, as using it too close can backfire, since Booker isn’t immune to the explosion damage caused by RPG ammo. It’s also generally not worth the ammo to use the RPG against single foes—save the RPG for heavy hitters or massive groups.

RPG explosions have the same fire effect as the Devil’s Kiss Vigor, which allows you to use it instead of Devil’s Kiss in certain combos. Also, it can set oil slicks on the ground ablaze, which allows you to create a devastating wall of flames!

Be careful when using the RPG against distant enemies because the grenade itself doesn’t travel very quickly. You might fire a rocket at your opponents but find they’ve moved out of the way long before the rocket reaches them!

Huntsman Carbine

Stats
Damage (Min) Damage (Max) Critical Multiplier Rounds per Minute Magazine Capacity Reserve Capacity Notes
213 287 2.25x 240 8 72 —
Upgrades
Upgrade Cost Function First Available In
Damage Boost 1 $357 Increases damage by 25% Inside Hall of Heroes
Damage Boost 2 $357 Increases damage by 25% Emporia
Clip Increase $484 Increases clip size to 12 Finkton Docks
Recoil Decrease $333 Decreases recoil by 60% The Factory

Strategy

The Huntsman Carbine Rifle is an incredibly powerful semi-automatic rifle that features a high rate of fire, a quick reload speed, and massive damage, especially on critical hits. From the first time you find one to the final battle, the Carbine can easily carry you through the end of the game as your go-to weapon.

The Carbine functions similarly to the Pistol, with longer range—though it fires rapidly, you should mostly attempt headshots. A critical hit with the Carbine does massive damage and can fell many soldiers throughout the game in one or two shots.

You can also use the Carbine with great accuracy even when firing from the hip. Simply aim toward an enemy’s head, and watch them drop.

The Carbine is a very strong weapon and should be an integral part of your arsenal. If you’ve been using the Pistol or Machine Gun primarily, replace it with the Carbine as soon as you can.

The Pig Volley Gun

Stats
Damage (Min) Damage (Max) Critical Multiplier Rounds per Minute Magazine Capacity Reserve Capacity Notes
550+200 650+250 — 120 8 24 Damage degrades with distance from explosion
Upgrades
Upgrade Cost Function First Available In
Damage Boost 1 $522 Increases damage by 25% Finkton Docks
Damage Boost 2 $522 Increases damage by 25% Downtown Emporia
Radius Increase $536 Increases explosion radius by 50% Downtown Emporia
Clip Increase $740 Increases clip size to 16 Downtown Emporia

Strategy

The Pig Volley Gun is a unique weapon that fires explosive shells in an arc, allowing you to lob projectiles behind cover, over obstacles, and into groups of enemies.

Volley Gun projectiles deal big damage, often taking out soldiers in a single shot. While Volley Gun projectiles do deal splash damage, it’s not very much, and it’ll take more than a few hits to inflict any significant damage on your opponents. You should focus on direct shots instead of relying on area-of-effect explosions.

You can use its low-damage explosions to your advantage, however, and employ the Volley Gun against enemies up close without hurting yourself too much. The Volley Gun also reloads very quickly, making it a decent close-range alternative to the Shotgun.

Paddywhacker Hand Cannon

Stats
Damage (Min) Damage (Max) Critical Multiplier Rounds per Minute Magazine Capacity Reserve Capacity Notes
510 690 3x 75 6 18 —
Upgrades
Upgrade Cost Function First Available In
Damage Boost 1 $448 Increases damage by 25% The Factory
Damage Boost 2 $448 Increases damage by 25% Emporia
Reload Increase $656 Increases reload speed by 50% The Factory
Recoil Decrease $350 Decreases recoil by 20% Downtown Emporia

Strategy

The Paddywhacker Hand Cannon is an immensely powerful pistol that has a slow rate of fire and low accuracy but deals enormous damage with every shot.

The Hand Cannon functions completely differently than the normal Pistol—its rate of fire is incredibly low, but its normal damage is incredibly high. The Hand Cannon also has a very long reload time, so you need to make every shot count.

Its high damage makes it very useful against heavy hitters, especially when they’re stunned. Zap a heavy hitter with Shock Jockey and blast them a few times with the Hand Cannon, and they’ll be down for the count.

Peppermill Crank Gun

Stats
Damage (Min) Damage (Max) Critical Multiplier Rounds per Minute Magazine Capacity Reserve Capacity Notes
70 130 1.5x 1500 100 100 —
Upgrades
The Crank Gun has no upgrades.

Strategy

The Peppermill Crank Gun is the signature weapon of the Motorized Patriot and is a high-powered Gatling gun that chews through ammo and tears through enemies just as fast.

The Crank Gun is fairly uncommon, however, as it can only be found near defeated Motorized Patriots and in a few Tears located in the world. You can only replenish its ammo by finding another Crank Gun, so it’s difficult to try to finish the game while Booker is equipped with it.

You should generally try to pick up the Crank Gun whenever possible. Though you probably shouldn’t take it with you, use it to easily and quickly dispatch any soldiers or heavy hitters nearby.

Vox Huntsman Burstgun

Stats
Damage (Min) Damage (Max) Critical Multiplier Rounds per Minute Magazine Capacity Reserve Capacity Notes
85 115 2.25x 265 30 120 Fires in three-shot bursts
Upgrades
Upgrade Cost Function First Available In
Damage Boost 1 $423 Increases damage by 25% The Factory
Damage Boost 2 $423 Increases damage by 25% Downtown Emporia
Recoil Decrease $822 Decreases recoil by 50% Downtown Emporia
Ammo Increase $672 Increases reserve ammo to 180 Downtown Emporia

Strategy

The Burstgun is a modified version of the Huntsman that fires in a three-shot burst instead of a single, powerful shot. The Burstgun is the most common Vox weapon and is found everywhere in the latter half of the game.

Compared to the Huntsman, the Burstgun is considerably weaker: its three shots—even if they all hit—deal about as much damage as one from the Carbine, but with a chance that an individual round might miss. When using the Burstgun, it’s best to aim for center mass to make sure all three hits connect rather than risk losing important critical damage.

However, since ammunition is plentiful, it can be a very useful tool late in the game. If you need a weapon, there’s a good chance there’ll be a Burstgun lying around that you can use while you collect more ammo for your preferred weapons.

Vox Triple R Repeater

Stats
Damage (Min) Damage (Max) Critical Multiplier Rounds per Minute Magazine Capacity Reserve Capacity Notes
170 230 2x 350 20 60 —
Upgrades
Upgrade Cost Function First Available In
Damage Boost 1 — Increases damage by 25% —
Damage Boost 2 $416 Increases damage by 25% Downtown Emporia
Recoil Decrease $711 Decreases recoil by 50% Emporia
Clip Increase $449 Increases clip size to 40 Downtown Emporia

Strategy

This Vox-modified Triple R has a much slower rate of fire but deals significantly more damage per shot. The Repeater is a very useful late-game weapon, since it is very common throughout the latter stages, giving you many opportunities to refill your ammo.

Even though the Repeater is modified from the Machine Gun, it functions much more like the Carbine, but with a higher rate of fire. It doesn’t deal quite as much damage on a critical hit, however, so enemies will require multiple headshots to take down.

The high rate of fire makes it very useful against heavy hitters, especially after they’ve been made vulnerable by a Vigor. Put the effect on an enemy, then lay into their weak spots to quickly take them down.

The Vox Pig Hail Fire

Stats
Damage (Min) Damage (Max) Critical Multiplier Rounds per Minute Magazine Capacity Reserve Capacity Notes
580 820 — 545 5 25 Damage degrades with distance from explosion
Upgrades
Upgrade Cost Function First Available In
Damage Boost 1 — Increases damage by 25% —
Damage Boost 2 $688 Increases damage by 25% Downtown Emporia
Radius Increase $415 Increases explosion radius by 100% Downtown Emporia
Clip Size $399 Increases clip size to 8 Downtown Emporia

Strategy

This modified Pig fires projectiles that have the unique ability to bounce off walls and detonate in mid-air. While ammo for the Hail Fire is rare, its unique functionality makes it a powerful weapon.

The projectile fired by the Hail Fire differs based on how long you hold the trigger—if you tap it, the projectile bounces off walls until it hits an enemy. If you hold the trigger down, the projectile still bounces off walls until it hits a target, but will also explode when you release the trigger.

In general, you should use the normal fire version in most situations. However, if you’re attacking enemies in a group or behind cover, lob a shot over cover, then release the trigger when the shot is near an adversary to detonate it, ignoring their cover!

Unfortunately, very few enemies carry the Hail Fire, so ammo for it is generally scarce. If you want to use this unique weapon, you’ll often find yourself buying more ammo from Dollar Bill, so make sure you’ve purchased all the upgrades you can before committing to it.

The Heater

Stats
Damage (Min) Damage (Max) Critical Multiplier Rounds per Minute Magazine Capacity Reserve Capacity Notes
1360 1840 1.5x 35 1 8 Damage degrades with distance, sets enemies ablaze
Upgrades
Upgrade Cost Function First Available In
Damage Boost 1 — Increases damage by 25% —
Damage Boost 2 $554 Increases damage by 25% Downtown Emporia
Spread Boost $467 Increases spread by 20% Downtown Emporia
Reload Increase $752 Increases reload speed by 50% Emporia

Strategy

The Heater is a modified China Broom that only holds a single bullet, but fires an extremely powerful shot that sets enemies ablaze and deals massive damage.

Any adversary caught up close is annihilated instantly by the Heater, and if the shot doesn’t dispatch them immediately, they’ll probably be finished off by the fire damage!

Unlike the Shotgun, the Heater is only useful at very close ranges. Even though it deals huge damage, be careful using it against heavy hitters that can seriously injure Booker whenever he gets too close.

Ammo for the Heater is very scarce, especially if you choose to steal it while you’re in Soldier’s Field. Much like the Hail Fire, you’ll need to visit Dollar Bill for more Heater ammo, so try to use it sparingly.

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