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

Finkton Proper

First encounters

Handyman

Beast (Volley Gun)

New Vigors

Charge

New Weaponry

The Pig Volley Gun

Hand Cannon

Vox Repeater

Collectibles

Infusions: 3

Voxophones: 8

Kinectoscopes: 4

Telescopes: 1

Find the Gunsmith

Worker Induction Center

Pay a visit to the vending machine on the left before circling around to the processing counter in the middle of the lobby. Locate the Voxophone in the center office, and search the desks for loose supplies. Provided you have enough lockpicks, instruct Elizabeth to pick the lock of the gate in the back corner of the lobby (five lockpicks). You’ll find an Infusion inside the office, as well as a number of searchable desks and the Pig Volley Gun, an explosive launcher capable of lobbing projectiles at enemies.

No jobs means no elevator service. Head down the stairs to the side, and pick the lock.

The main elevator in the Worker Induction Center is currently closed due to a lack of job openings. You’ll have to descend either of the stairs flanking the elevator and have Elizabeth pick the lock at the base of the stairs. It doesn’t require any lockpicks, so don’t fret if you used your last one getting that Infusion.

The Path of the Vox Populi…

Elizabeth draws your attention to the Chen Lin poster on the right as soon as you enter the area, but don’t let this distract you from the Kinetoscope on the left. It’s located near the vending machine.

Descend the stairs to the room below, where the Motorized Patriot and several Founders are standing guard. They’ll spot you as you reach the ground level and immediately turn hostile. Cast Possession on the Motorized Patriot, then set to sniping the other guards as they try to fend off your new ally. You’ll likely have to finish off the Motorized Patriot yourself, but you can make quick work of it with Shock Jockey and a Shotgun.

Use Possession on your enemies from the balcony, and open fire with the Carbine.
Elizabeth can’t be harmed, so don’t worry about firing an RPG into a crowd of Founders near her.

Pilfer the desks, cabinets, and mailboxes throughout the lobby, and have Elizabeth open the safe in the office (one lockpick). There may be a number of baton-wielding guards on alert in the lobby upstairs; head upstairs and kill them if Elizabeth is still “in combat.” Enter the employees only area behind the sign for the service elevator. Call the elevator and grab the Voxophone from inside Slate’s locker on the right before boarding it. The elevator ultimately comes to a halt, and then the phone starts to ring. Answer the phone to hear from Mr. Fink.

Mr. Fink’s assistant, Mr. Flambeau, greets you in the room at the base of the elevator. Fink has been watching you, and he’s impressed. Collect the Hand Cannon, lockpicks, and coins from the Silver Purse on the table, and exit the room. The Hand Cannon is a deadly pistol that is arguably one of the finer close-range weapons in Columbia.

Plaza of Zeal

Finkton Proper is essentially a small town all to itself, with the Plaza of Zeal serving as the town square. The residential area lies off to the right, entertainment can be found on the far side of the plaza, and the factory extends off to the left. The Gunsmith Shop you seek isn’t far—just enter the large center building via the door on the left—but Elizabeth suggests you scavenge supplies first. Just be warned that the Founder Police will attack, along with the Mosquito hovering overhead, the moment you employ a Vigor or fire a weapon. Additionally, be sure to mind the security checkpoint on the far side of the area, or else the Gun Automatons stationed there will commence firing.

You’re free to roam around the Plaza of Zeal so long as you don’t advance past these Fink Security barricades.

Use the freight hooks high above the plaza to reach the awning on the left-hand side of the large building in the center. Grab the Gear there, then leap down and head through the doors to enter the Gunsmith Shop.

The Gunsmith Shop

Head up the stairs inside the Gunsmith Shop to the small Buddhist shrine, then continue to the upper level. The machinery is running unattended, but there is nobody to be found. Search the crates and barrels for supplies, and grab the lockpick on the workbench. Elizabeth suddenly hears the sounds of someone downstairs. Descend the stairs to the shrine and speak with the visitor.

Mrs. Lin gives you the details about her husband’s abduction.

Go to the Good Time Club

Exit the Gunsmith Shop and turn to the right to spot the Good Time Club up ahead. You can’t miss this massive building with the marquee bearing Booker’s name, but there’s something of far greater concern at the moment! A Handyman has tracked Elizabeth to the Plaza of Zeal and is ready for a fight. Immediately cast Possession on the Gun Automaton beyond the security barricades to the right (near the Good Time Club), and ready yourself for a fight!

Handyman
Plaza of Zeal Handyman’s Vitals
HealthRanged DamageMelee DamageSpecial DamageSpecial Attack

9952

1334

800

1382

Charged Slam

The Handyman is a massive, semi-robotic bruiser that has super-human strength, leaping ability, and speed. Although his primary attacks consist of a heavy pounding strike, a gorilla-like charge, and various melee assaults, the Handyman also possesses innate electric current that he can discharge at will. If Booker leaps to a freight hook or gains enough separation from the Handyman, he can summon a ball of electricity in his hands that he hurls at Booker. Similarly, if Booker leaps to a Sky-Line, the Handyman can jump up and electrocute the entire Sky-Line with his robotic hands. Lastly, the Handyman can perform an electrified ground pound that not only inflicts damage, but stuns as well, leaving Booker vulnerable to follow-up attacks.

It should come as little surprise then that using Shock Jockey against the Handyman is a bad idea, as it’s just not very effective. He’s also completely invulnerable to Possession and Bucking Bronco. As far as Vigors are concerned, it’s best to unleash a Murder of Crows on him and then swap to Devil’s Kiss (or Undertow once you get it), and engulf the Handyman in fire or water.

The single best way to defeat the Handyman is to focus your gunfire on his heart, which is visible through the large circular window in his suit. Aim for this red organ in the center of his torso, especially with the Hand Cannon, Sniper Rifle, or Machine Gun, and watch his health drain by the second. Fire, step or leap to the side, then fire again. It’s tough to continue facing him without being hit, so don’t hesitate to leap to a freight hook or momentarily flee the scene if you need to allow your Shield to replenish. The Handyman is vulnerable to damage anywhere on his body, but you’ll inflict far more by targeting his heart. Of course, it doesn’t hurt to employ Possession on any nearby Gun Automatons or Mosquitoes so that they can at least help to distract him and chip away at his overall health. The Handyman always drops a piece of Gear upon his demise, so be sure to look for it.

Rescue Chen Lin

The Good Time Club

Fink has been awaiting your arrival, and he’s put together quite a show on your behalf. Top off your Salts and reload the Hand Cannon and one other weapon. This is also a good time to check your Gear to ensure you’re taking advantage of those items that do not have anything to do with Sky-Lines, at least for the time being.

Fink wants to see you perform in the art of combat, and he’s prepped the Good Time Club for a three-wave battle. Several Salts Phials and weapons have been scattered around the club, and there are three Tears available for your use: Medical Kits, an RPG, and a Volley Gun. Those lucky enough to have the Sheltered Life item equipped should immediately open the Tear for the Medical Kits. Sheltered Life gives Booker brief invulnerability whenever he consumes food or Medical Kits, making the Medical Kits Tear a particularly useful item to have handy.

Crime Comes to ‘Shanty-Town’…

Enter the Good Time Club’s lobby and head up the stairs on either side to find this Kinetoscope. It’s just to the left of the Minuteman’s Armory machine and does a good job of painting a bad picture of the folks in the area’s housing district.

The first wave of enemies consists of a Fireman and a number of Fink’s thugs with guns. Cast Possession on the Fireman, and watch as he draws much of the gunmen’s attention. Finish off the others with the Hand Cannon, then turn to the Fireman when the Possession wears off and take him down with Shock Jockey (or Bucking Bronco) and the Hand Cannon. Another option is to use Murder of Crows against the gunmen and simply avoid the Fireman until you are ready to face him. Either way, it’s best to eliminate the fodder as fast as you can to avoid being shot at from all directions.

Knock the Fireman into the air with Bucking Bronco, then blast away with the Hand Cannon!

The second wave consists of a Zealot and several Machine Gun-wielding thugs. Buy yourself some time by heading to the balcony before Fink introduces the second wave. The Zealot can fly up to Booker’s location, but the others have to make their way to the stairs. This gives you plenty of time to deal with the Zealot one-on-one. Hit him with Shock Jockey or Bucking Bronco, then fire away with the Shotgun or Hand Cannon. Sweep the area for the remaining enemies, then high-tail it back to the balcony and swap out one of your weapons for the RPG via the Tear.

Lure the Zealot up to the balcony so you can fight him before the other thugs get within range.

The third wave doesn’t contain any human enemies: rather, it consists of two Gun Automatons, a Motorized Patriot, and three Mosquitoes! (Fortunately, not all at once.) Stick close to the RPG Tear, and have Possession ready to cast. Aim it at the Gun Automaton nearest Booker’s position on the stage. Switch to Shock Jockey and quickly electrocute the Motorized Patriot that appears at the end of the stage. Fire a couple of rockets at it, then finish off the Gun Automatons if they didn’t destroy one another after your Possession. Switch back to Shock Jockey and the Hand Cannon, and use the column atop the stairs for cover. Three Mosquitoes fly in from behind the curtain. Shock them as they appear, then blast away with the Hand Cannon. It should only take two or three shots with the Hand Cannon to destroy each Mosquito. Work quickly, and you just might destroy all three before they so much as fire a single bullet at Booker!

Search the lower level of the club for an Infusion and a Kinetoscope, as well as some Silver Eagles and a lockpick. Enter the dressing rooms backstage to find a Voxophone, then continue down the stairs beyond the employees-only sign. Kill the two Founders in the storage room, and note the chalkboard in the adjacent room.

The Motorized Patriot’s Crank Gun is a fine substitute if you run out of Salts or Hand Cannon ammo.
The First Lady

This Kinetoscope is easy to overlook in your excitement to head backstage and continue the search for Chen Lin. Let the sound of the nearby Veni! Vidi! Vigor! machine lead you to it.

Find Chen Lin’s Cell

Instruct Elizabeth to pick the lock on the adjacent door, and locate the Code Book atop the crates nearest the furnace. Bring this back to the clock shop in the Plaza of Zeal after you find Chen Lin. Continue to the projector room, where Elizabeth turns on a film showing Chen Lin’s interrogation. Kill any guards you spot, and push on to the cells up ahead. Grab the Voxophone from the right end of the hall, and pick the lock on cell #8 (five lockpicks) to find a piece of Gear.

Did you spare Slate? If so, he’s in a wheelchair inside the first cell on the right. Go ahead and put him out of his misery if you’d like.

Ask Elizabeth to unlock cell #9, and descend the stairs to the basement. Cross the darkened cell to the dimly lit button to turn on the lights. Rouse Chen Lin to find that he is dead, butchered and bled out. The Lutece couple appears, and along with them, a Tear where Chen Lin’s corpse was located. The Tear leads to another Columbia, another side of the same coin, as it were.

Give Elizabeth the command to open the Tear. The body and blood are gone, and the room is suddenly back to being a normal storage room. Grab the Repeater, a Vox-modified version of the basic Machine Gun.

There’s no going back once that Tear is opened. And what you know to be true may no longer be right.

Return to the Gunsmith Shop

Return the way you came, past the large group of imprisoned (but alive) Vox Populi and up the stairs to the projection room, where a very different interrogation video is playing. Chen Lin was cut free due to his wife’s important friends at the Columbia Gazette.

Make your way back through the storage rooms to where the two guards you killed earlier are. Now they’re flickering and suffering from steady nosebleeds. Something significant changed when Liz opened that Tear. They’re back from the dead, but not quite alive. You can either let them be or shoot them dead again. The choice is yours.

Test out your first Vox weapon on the Founders who attack with batons in the club.

Cut back through the dressing rooms to the theater, and watch as a large number of Founders suddenly starts to attack. This is no audition—these men mean business! The Tears you had access to are gone, and Booker is left to battle them with his newfound Repeater and Vigors. The addition of the Founders isn’t the only change, however. The upper office is no longer gated, and you can now loot the Gear and safe (three lockpicks) from within it.

Plaza of Zeal

The gate leading back up the road directly to Chen Lin’s shop is sealed tight, forcing you to loop around the plaza in a clockwise direction. Equip Possession and Bucking Bronco, Devil’s Kiss, or Murder of Crows, and head out the left-hand gate. Immediately cast Possession on the enemy that is on the stairs outside of the Shantytown entrance to the right, then head left toward the stacks of logs. Locate the Voxophone in the far corner, and use the Dollar Bill machine to stock up on ammo.

Booker won’t be able to leap to any of the freight hooks above the road, but there is plenty of cover. The only problem is that there is a Beast firing a Volley Gun at Booker from the distance. Use Bucking Bronco or Murder of Crows along with the Hand Cannon to fight your way up the road. Stick to the cover on the far left, near the wooden boardwalk, and try to take Possession of the Beast when you get a chance.

Possess the Gun Automaton now positioned outside the Gunsmith Shop, then make a dash for the building.

There’s a Tear for a Volley Gun on the left and another for Medical Kits in front of the clock store, should Booker need them. Use Possession on the Beast atop the stairs near the service elevator entrance, then run up those very same steps and take cover near the railing. Cast Devil’s Kiss at the group of enemies down on the street below, then gather up some Salts and cast Possession on the Gun Automaton in the distance, near the entrance to the Gunsmith Shop.

Gunsmith Set Free!

This Kinetoscope sits to the right of the Minuteman’s Armory machine in the lobby of the Good Time Club, but only after you’ve opened the Tear in Chen Lin’s cell. Be on the lookout for Kinetoscopes and Voxophones in areas where they weren’t in the other Columbia.

Gunsmith Shop

Ascend the stairs inside the shop to find an empty workshop (no machinery at all) and a flickering vision of the machinist, Chen Lin. Speaking to him doesn’t yield any information other than that you should talk to the lady downstairs. Descend the stairs to the shrine devoted to the Prophet and speak to the lady. It’s Mrs. Lin, but she’s no longer the short Chinese woman you met earlier. This alternate Mrs. Lin says that the police took Chen’s tools and impounded them in Shantytown.

Find the Police Impound

Exit the Gunsmith Shop and loop back around to the other side of the Plaza of Zeal, then fight your way past the Founders to the building with the spray-painted Shantytown sign. Pull the lever opposite the vending machines to slide the freight out of the way. Doing so gains you access to Shantytown (the freight now blocks Booker’s path back to the Plaza of Zeal and must be moved again when it’s time to exit).

Path to Shantytown

Open the Tear for the Gun Automaton on the upper ledge to the right, then use Possession on the Beast that patrols the overhead walkway with the RPG. He’ll be able to rain fire down on the numerous enemies in the courtyard, including those making their way toward Booker. Watch your Gun Automaton closely, and immediately open the Tear for the Cover in the center of the road if it is destroyed.

One of the more rewarding ways of dispatching the Founders in this area is to use the leaking pipes to your advantage. Fire a blast of Shock Jockey at the water pouring from the pipes in the center of the area to trap and electrocute any foe that comes forward. Shock Jockey takes on lethal potency when combined with water. Open the Tear for the freight hook high on the left, and leap to the floating billboard platform to snag an RPG and some additional ammo if you want it. Note the location of the Vigor behind the locked steel gates inside the office near the elevator. You’ll be able to access it on your way back through here in a few minutes.

Cast Shock Jockey at the leaking pipes to electrocute your enemies!