Prima Games eGuides BioShock: The Collection eGuide

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BioShock: The Collection eGuide Bioshock Infinite Walkthrough Guns for the Lady

Finkton Docks

First encounters

Mosquito

Collectibles

Infusions: 1

Voxophones: 2

Kinectoscopes: -

Telescopes: 1

Find Elizabeth

Beggar’s Wharf

There’s no telling what happened after Elizabeth knocked Booker upside the head with that wrench, but she wasn’t on the First Lady Airship, and now (thanks to Daisy’s men) Booker isn’t, either. Daisy says you can have the airship back if you get the gunsmith in Finkton to supply her Vox Populi with the arms they need, but first things first: you’ve got to find Elizabeth!

Take a moment to scour the delivery center on the left and use the Veni! Vidi! Vigor! machine to purchase one of the new Vigor upgrades. Bronco Aid and Devil’s Kiss Aid are now available. You should also locate the Voxophone nearby. Loot the desks for ammo and money, then continue around the corner, past the men scrubbing the dock, to find a pair of freight barges.

Keep your guard up at Beggar’s Wharf, but don’t fire unless fired upon. Those balloon-supported turrets mean business!

The foreman watching over the barge on your right has a short temper and is quick to alert the authorities if you go trespassing. There’s nothing of value on his boat, so just let it be and head up and over the barge to the left to avoid the fight. You’ll get your chance to initiate a fight soon enough, and from a far more advantageous position.

The Founder Policeman attacks with his baton the moment Booker inspects that piece of Gear or takes the silver from the safe.

Enter the small brick building on the other side of the second barge.This office contains a piece of Gear and a jackpot of Silver Eagles and Silver Bars that a cop inside is closely guarding. The guard attacks with his baton if you so much as try to search or take anything in this room—and there’s no way to keep him from putting all of Beggar’s Wharf on alert (you can’t even prematurely use Possession on him, so save your Salt).

Go ahead and take the Gear, and take down the cop with melee attacks. Plant a Devil’s Kiss trap near the door and hold your ground as four or more baton-wielding Founders come rushing in. With them out of the way, head to the door and use Possession on either of the two Mosquitoes hovering about. Mosquitoes are similar to Gun Automatons, except they are suspended by helium balloons. Take cover near the crates at the base of the ramp. Ready Shock Jockey and keep a potent weapon on hand for the Motorized Patriot that attacks last.

Shoot the Mosquito out of the sky the moment the Possession wears off.

Make your way to the corner of the docks opposite where Booker was first dropped onto the wharf. Follow the path to where nearly a dozen Shock Jockey traps have been deployed as a result of some spilled cargo. Shoot a few of the crystals to safely reach the Salts, then continue through the angled container and pry open the door to spot Elizabeth.

Elizabeth opens several Tears to slow you down. Just keep chasing her!

Elizabeth was thrown off a barge just beyond this door, but she isn’t about to let you catch her that easily. Chase after her through the loading area of the docks as she opens Tears to try to thwart you. Wait out each of the obstacles she opens in Booker’s path and continue the chase to the police station ahead. There aren’t any collectibles to find or crates to search in this area, so don’t worry about combing the place.

Pursue her through the doors into the Fort Franklin area just in time to see her open a Tear to escape. Unbeknownst to Elizabeth, Booker wasn’t the only one chasing after her. Locate the Voxophone in the office, then exit the station through the door on the right. Proceed along the path and up the stairs to the platform overlooking where the Founder Police have seized Elizabeth.

Elizabeth’s captors have her behind bulletproof glass. Hold your fire, and approach this strategically.

Rescue Elizabeth

Fort Franklin Pier

Elizabeth and her two captors are behind a sheet of bulletproof glass, so don’t waste any bullets on them. Instead, use Possession on either of the Founders down low and shoot the others with the Sniper Rifle so that your ally will target the two holding Elizabeth. The enemies leave her locked away while they set out on patrol. Maintain this elevated position, and use Possession on one of the Founders to the right. Lob a Devil’s Kiss bomb (or fire an RPG) at the group, then back away, grab the Salts on the right, and ready your weapon for the Founders who ride the Sky-Lines up to Booker’s position. A police barge soon arrives on the right. Cast Possession on the Gun Automaton at the bow of the barge, then finish off any remaining enemies and gather up the loot from their corpses.

Use Possession on one of the Founders, then use either the Sniper Rifle or RPG to shoot the others who attack your ally.

Drop down to the lower level and enter the jail area opposite where Booker arrived to find an Infusion, then ride the Sky-Line up to the platform where Elizabeth was. Open the door to the security office just in time to watch Elizabeth open a Tear for an entire Sky-Line. Leap onto the Sky-Line after her for a short ride to the cargo container that soon blocks the path. Jump down onto the platform and head left toward Elizabeth.

Save enough Salts so you can cast Possession on the Gun Automaton on the barge that shows up.

After some surprise drama involving a Handyman, Elizabeth has agreed to trust you once again. Now it’s time to go meet that gunsmith! But first, instruct Elizabeth to pick the lock (five lockpicks) on the wheelhouse of the gondola near the Telescope. You’ll find a piece of Gear and a Silver Bar inside. Search the workers’ bags and visit the Minuteman’s Armory and Dollar Bill machines atop the stairs before heading inside. The Dollar Bill machine on the right is one of the few vending machines that sells lockpicks ($48).

Leap off Elizabeth’s temporary Sky-Line when you reach the yellow fuel tank, and continue after her on foot.
Minuteman’s Armory: New Stock!
ItemDescriptionPrice
Shotgun: Damage Boost 1 Increases Shotgun damage by 25%. $255
Volley Gun: Damage Boost 1 Increases Volley Gun damage by 25%. $522
Shotgun: Reload Increase Decreases Shotgun reload time by 50%. $456
Sniper Rifle: Fire Rate Boost Increases Sniper Rifle fire rate by 100%. $654
Pistol: Ammo Increase Increases Pistol reserve ammo by 50%. $404
Machine Gun: Clip Increase Increases Machine Gun clip size by 100%. $391
Sniper Rifle: Recoil Decrease Reduces Sniper Rifle recoil by 50%. $288
Carbine: Clip Increase Increases Carbine clip size by 50%. $484
Telescope

You’ve got Elizabeth back by your side and you need to find the gunsmith, but first, take a look through the Telescope near the gondola on the left. This gives those coming to work for Fink one last look at what they’re leaving behind before they head into the factories.