BioShock Infinite

BioShock Infinite

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100% Achievement Guide: Bioshock - Infinite
Por Cynic 0055 e 1 colaborador(es)
This is a comprehensive 100% Achievement guide detailing a step-by-step walkthrough to take you from 0 all the way to 100%. If you are looking for a particular Achievement or Collectible, use Ctrl+F & type it into the search bar for more direct help.

I run support & debug help on all my guides. If you have any questions, problems, or find errors in the guide itself, do not hesitate to leave me a comment & I will get back to you as soon as I am able to. Happy Hunting!
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Introduction:


Achievement Breakdown: (50)
Story Related: (14)
Missable: (1)
Collectibles: (4)
Vigors: (8)
Slay: (18)
Miscellaneous: (5)


All the achievements can be unlocked in a single run of the game if you play on 1999 Difficulty. If that is too difficult, you can use this guide on any difficulty & run a second playthrough afterwards solely focusing on 1999 Difficulty (the story is actually good enough you may end up doing that anyways). There is no Saving in Bioshock – Infinite, but we can revive ourselves using Silver Eagles when we die. If you do not have enough money to pay for the revival you will be sent back to the Main Menu & you have to reload your last Checkpoint. Checkpoints are common however, so do not worry too much. We can unlock 1999 Difficulty as the very first thing we do before starting a New Game. Scroll down to the top of Sequence 1 to find out how to do that…

While playing on 1999 Difficulty there is also an Achievement to beat the game without purchasing a single Item from a Dollar Bill vending machine. These vending machines sell you general goods like Health Kits, Salts, & Ammo. This greatly increases the difficulty, but it is not impossible. Scrounge everything you can, it helps since we are searching for Collectibles so we will be walking every inch of ground in Columbia. We are still able to use the Minuteman’s Armory (Weapon Upgrades) & the Veni! Vidi! Vigor! (Vigor Upgrades) vending machines; it is only Dollar Bill vending machines we cannot use.

There is a massive amount of “enemy kill”, or Slay Achievements as I call them, associated with the different Weapons & Vigors in Bioshock – Infinite. Keep these in mind as we progress through the game. I will include when & where I unlock certain Slay Achievements, but do not let that railroad you if you do not want to use my active Weapon loadouts. Basically, always carry guns you do not have Achievements unlocked for yet, or at least one gun; on 1999 Difficulty, you kind of have to use what you have ammo for. It is important to note that kills are cumulative across your Saves. You can keep reloading the same Checkpoint or Chapter & farming kills for specific Weapons.

There are quite a few Collectibles to find in the game, but I will include all their locations & guide you straight to them all.

There are 3 DLCs in Bioshock – Infinite, the first two are the Burial At Sea Episodes. These each have 10 Achievements in them & have great stories as well. These Episodes have infinitely spawning enemies like in the first two Bioshocks, so you do not have to worry about running out of enemies to kill for the Slay Achievements in them. For Episode 1, the Achievements are fairly straight forward. For Episode 2 however, we will need to beat it on 1998 Difficulty. This disables all lethal options & we must strictly knock enemies out. This works into our favour as all the Achievements are actually associated with non-lethal methods anyways.

Clash In the Clouds is most likely the reasons you will not get 100% completion for this game. 9/10 of its Achievements are not actually too bad. It is the Blue Ribbon Champ Achievement that is an absolute nightmare to get. Clash In the Clouds has 4 Arenas to complete, each having 15 Waves in them. Each Wave has a Blue Ribbon Challenge that require us to complete the Wave in a specific way to be awarded the Ribbon. These Challenges range from easy to obscene. So… 60 mini-Achievements we have to unlock. Lovely. But do not let me dissuade you, it is still achievable & I do my best to walk you through each Challenge.

For those interested, here is an organized list of all the Achievements/Secret Achievements. This is how I derive my Achievement Breakdowns & the first reference I create before I begin my 100% journeys.
https://steamcommunity.com/sharedfiles/filedetails/?id=2389100050

*Guide contains major spoilers.
Sequence 1: Love the Sinner
1. Chapter 1-3
2. Weapon Focus: Sky-Hook Executions, Broadsider Pistol, Possessed Machines
3. Infusions: 0/25
4. Telescopes: 1/11
5. Kinetoscopes: 3/26
6. Voxophones: 5/80
7. Achievements: 2/80
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Achievement #1 – Should Auld Acquaintance: Unlocked 1999 Mode.
This can be unlocked after completing the game for the first time on any Difficulty. If you want to play this Difficulty right away however & complete all Achievements in one playthrough, there is an easy work around.

In the Bioshock – Infinite Main Menu, press these buttons in order with a Controller or Keyboard: Up, Up, Down, Down, Left, Right, Left, Right, B or Escape, A or Enter.

If triggered correctly & in sequence, a pop-up window will appear telling us that 1999 Mode is now available when we start a New Game. The Achievement will unlock after closing the pop-up window.

Some side notes for 1999 Difficulty:
1. We can respawn, but it will cost 100 Silver Eagles every time. Conserve your money. We will be sent back to the Main Menu if we do not have enough.

2. Enemies are more accurate, deal more damage, & revive at full Health when we respawn.

3. We have lower Health & our Shields take longer to recharge.

4. Silver Eagles & Ammunition drops are less common; loot everything you possibly can.

5. When possible, try using the Possession Vigor on vending machines to give us some extra cash.

Chapter 1 – Lighthouse:


Achievement #2 – Written In the Clouds: Completed Lighthouse.
Story Related. This will unlock after the Prologue & Booker is sent up to Columbia; the Achievement will unlock at the end of the Chapter. Hallelujah.

Chapter 2 – Welcome Center:

Voxophone #1 – Love the Sinner: Exit the pod after arriving at the beginning of the Chapter & make your way down the flooded stairs. From the large statue of Comstock, go into the side room on your left. Take a right from the stained-glass picture of Lady Comstock up to a small candle lit alcove to find our first Voxophone on a lectern.

Kinetoscope #1: Open the doors into Columbia & approach another large statue of Comstock in the center ahead of you. Take a right from the statue & enter the shop Hudson’s. We can find our first Kinetoscope to the left of the front counter underneath a “Quality” sign.

Voxophone #2 – Undeserving: While still in Hudson’s, head around the front counter & we can find a Voxophone beside a Safe.

Kinetoscope #2: Carry on through Columbia & wait for the floating parade to pass through. When the way is clear, head across the bridge & go up the stairs. At the top of the stairs straight ahead will be a large poster board about The False Shepard that is to the right of a grocery store. A Kinetoscope will be right below this poster.

Voxophone #3 – Everyman, All At Once: From the Kinetoscope, take the stairs on your left up & walk towards the greenhouse beside Chas. A. White Home & Garden Supply. We can find a Voxophone on a table under an umbrella to the right of the greenhouse.

Telescope #1: Follow the stairs along & eventually we will be handed a telegram by a postal boy. After Dewitt stops reading the card, head over to your left & we can find a Telescope aimed at Monument Island.

Kinetoscope #3: Head up the stairs to the fair entrance. We can find a Kinetoscope at the top of the stairs directly across from the shouting Vigor Salesman & his show.

I highly recommend completing the Bucking Bronco game as well as the 1st & 2nd prize requirements for the two shooting games in the fair for some extra Silver Eagles. Remember, if playing on 1999 Difficulty, do not buy anything from a Dollar Bill vending machine! You can check their Inventory if you select them buy accident, just be sure not to purchase anything.

Vigor #1 – Possession: We can collect our first Vigor to the left of the ticket collector at the gate we need to progress through. A woman will be handing them out.

Voxophone #4 – For I Am Lonely, Too: Use Possession on the ticket collector & leave the fair. Carry on down the street past the two policemen speaking about the Sky-Hook. Down the stairs from them on the right will be a statue that changes from Robert Lutece to Rosalind Lutece. Head to the base of the statue & you can find a Voxophone here on a bench.

Chapter 3 – Raffle Square:

Voxophone #5 – Solution to Your Problems: Enter the 1912 Raffle & receive the lucky #77 ball. Very disappointing when you can’t hit Jeremiah Fink with your prize…

(Censored by Steam) will hit the fan & we will find ourselves in combat. Fight through the streets until you come across a Veni! Vedi! Vigor! vending machine. Look to the right of the vending machine to see two large cages for… Vox Populi; there will be a Voxophone in between the two cages.

Focus on getting Execution kills with the Sky-Hook; whenever you see Gun or Rocket Automatons, Possess them to get kills that way as well. There are lots of Health tucked around, but chances are you will probably die at least once during our first stretch of fighting. 1999 is very difficult at the beginning, but as we upgrade our Weapons & Vigors it does get easier. Especially when we get Shields.

Vigor #2 – Devil’s Kiss: This Vigor can be collected after defeating the Fireman near the end of the Chapter. The quickest way to kill him is to walk backwards shooting him in the head as fast as you can. He will drop this Vigor upon his death.
Sequence 2: A New Hunt
1. Chapter 4-5
2. Weapon Focus: Sky-Hook Executions, Sky-Line Strikes, Broadsider Pistol, Possessed Machines, Founder Machinegun
3. Infusions: 4/25
4. Telescopes: 3/11
5. Kinetoscopes: 8/26
6. Voxophones: 12/80
7. Achievements: 6/80
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Chapter 4 – Comstock Center Rooftops:

Kinetoscope #4: When the Chapter begins, we will see three Kinetoscopes (Kinetoscope #4, #5, & #6) in front of us. Be sure to view them all.

Kinetoscope #5: Found in the beginning of Chapter 4 – Comstock Center Rooftops.

Kinetoscope #6: Found in the beginning of Chapter 4 – Comstock Center Rooftops.


Achievement #3 – Dress For Success: Equipped a piece of Gear in all four slots.
There are four slots you can equip a piece of Gear to: Hat, Chest, Pants, & Boots. If you own the Columbia’s Finest DLC, you will unlock this Achievement after collecting/equipping one of each Gear piece, if you do not, you will unlock this later on in the game.

Along with the Gear, we can also collect an extra 5 Infusions which give us a crazy boost to our survivability. This will jump start the Infused With Greatness Achievement for us with 6/25 Infusions found. I would recommend putting at least 4/5 of these into your Shields. For those who do not have this DLC, I will include the location of all 25 Base Game Infusions.

Infusion Upgrade #1: Our first Infusion will be given to us in the Blue Ribbon by Rosalind Lutece. We cannot miss it.

Voxophone #6 – Half A Jew: Collect the Infusion from Lutece & enter the Blue Ribbon kitchen. We can find a Voxophone immediately on our left.

Voxophone #7 – Otis' Nimble Fingers: Leave the Blue Ribbon & leap across the Freight Hooks & fight your way across this next roof. The following roof you will drop down is the Lansdowne Residence & it will have triangular glass windows on it. Bust one open & drop in the bedroom below. Head down the first set of stairs & enter a child’s room on the landing. We can find a Voxophone on a shelf to the left of the bed.

Remember how to get to this room, we will be returning here when we find the Key to the Locked Chest.

Voxophone #8 – A New Hunt: Leap across to the far building now & head inside it. Fight your way through to the other side & exit outside. Outside, head down the stairs off your right & approach a stage on the grass below. We can find a Voxophone on a table underneath a mounted bear.


Achievement #4 – A Real Pistol: Killed 25 enemies with the Broadsider Pistol.
This will most likely be the first Weapon you complete all its kills for & should unlock this pretty early on. If you can help it, try not using Weapons you have already unlocked their Slay related Achievements for.

Kinetoscope #7: From the stage here, head up the stairs off your right to find a Kinetoscope tucked behind a canvas fair tent.

Voxophone #9 – The Gift of the Emancipator: Make your way over to the Fraternal Order of the Raven building now. Inside you will see a statue of John Wilkes Booth. Go left from the statue into a bar area. We can find a Voxophone on the bar counter.

Voxophone #10 – The Lie of the Emancipator: Head up the stairs now from the statue after looting this lower floor. Drop down into the next area & defeat all the Zealots. We can find another Voxophone down here on one of the pews in the center of the rows.

Infusion Upgrade #2: From the Voxophone, look up on the dais in the room where the Crow was giving his sermon. We can find an Infusion on top of the altar.

Right beside the Infusion, we can also find the Key to the Locked Chest back in the Lansdowne Residence.

Infusion Upgrade #3: Collect the Key to the Chest & back track all the way to the Lansdowne Residence across the Freight Hooks. Enter the child’s bedroom & unlock the Chest. We can find an Infusion inside it.

Voxophone #11 – Symbols of Our Lady: Return to the Fraternal Order of the Raven & take the elevator down to the lower level. Enter the projector room & head over to the side room on the left. We can find a Voxophone on the right side of this room on one of the desks at the back.

Back in the projector room, there will be a lone bookshelf against a wall. Push it aside & we can find our first Gear (if you do not have the Columbia’s Finest DLC). It will be a pair of Pants.


Achievement #5 – Industrial Accident: Killed 20 enemies with a Sky-Hook Execution.
This will most likely be the next Weapon you get your kills for. When fighting melee based enemies, it is always good to take them out with the Sky-Hook. As well, you can whittle down an enemies Health with a ranged Weapon then finish them off with a Sky-Hook Execution.

Vigor #3 – Murder of Crows: We can collect this Vigor when we defeat the Crow in the Fraternity basement. Depending on how/where you kill him, the Vigor may not be easy to find. He does drop it upon death, scour around until you find it. It should not be very far away from him.

After defeating the Crow & his men, head up the stairs & we can find a Hat Gear beside a broken Barber Machine.

Telescope #2: When you exit the Fraternity of the Raven building, look to your left. There will be a Telescope on an Airship just off the sidewalk.

Chapter 5 – Monument Island Gateway:

Kinetoscope #8: When you enter the Gondola Station at the beginning of the Chapter, look to your right. There will be a Kinetoscope against the wall.

Purchase the Possession Aid Vigor Upgrade for $50 while we are here. We will need it for the following Achievement.

Vigor Combo #1 – Possession + Devil’s Kiss: For an Achievement, we need to perform all 8 different Vigor combinations against enemies. With the Possession Aid Vigor Upgrade, we can now Possess humans. Use Possession on an enemy then follow it up with a blast from Devil’s Kiss for our first combo.

Telescope #3: Exit the Gondola Station & jump onto the Sky-Line system. As you slide along, there will be a platform below you with some enemies on it. Drop down onto it & we can find a Telescope along the railing here.

As we progress through the game, be sure to kill enemies with Sky-Line Strikes (leaping off a Sky-Line into a melee attack) as well as killing enemies with headshots while on a Sky-Line.

Infusion Upgrade #4: From the Telescope, head inside the room off your right where the enemies came out of. We can find an Infusion inside here on top of a desk.

Voxophone #12 – Another Ark For Another Time: Ride the Sky-Line up until our way is blocked by a Freight Box. Dismount & use the Sky-Line control lever to move the freight. From the control lever, head over into the room off your left. We can find a Voxophone on a desk in a side room similar to where we found the last Infusion.

When you leave the Sky-Line & land back on solid ground at the end, use the Freight Hook to get up onto the second floor of a Hotel that is “Off Limits!”. In the bedroom, look to the right side of the bed behind a dresser to find a Boots Gear.

Vigor Combo #2 – Murder of Crows + Devil’s Kiss: This can be our next Vigor Combo. Shoot crows at an enemy with Murder of Crows then blast them with Devil’s Kiss to fulfill the combo.


Achievement #6 – Welcome to Monument Island: Reached Monument Island.
Story Related. Enter Monument Island to end the Chapter after we fail at commandeering an Airship. The Achievement will unlock as soon as the Chapter ends.
Sequence 3: Born In the River
1. Chapter 6-8
2. Weapon Focus: Sky-Line Kills, Sky-Line Strikes, Possessed Machines, Founder Machinegun, Founder Shotgun, Founder Carbine
3. Infusions: 7/25
4. Telescopes: 4/11
5. Kinetoscopes: 12/26
6. Voxophones: 24/80
7. Achievements: 6/80
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Chapter 6 – Monument Tower:

Voxophone #13 – Tiger By the Tail: Enter the Monument at the beginning of the Chapter. From the statue of the angel inside, look to your left to see some lockers. There will be a Voxophone in one that was left open.

Voxophone #14 – To: R. Thompson Re: Fuses: After the room with the large Siphon machine, you will enter a hall with three rooms branching off it. Take the first room off your left & pass through a metal door. Inside you will find an experimenting room; the Voxophone will be on the counter to your right.

Voxophone #15 – A Reward Deferred: Enter the next main room down the hall & there will be a large electrical generator going haywire. We can find a Voxophone straight ahead of us on a desk when we enter.

Infusion Upgrade #5: Where we found the Voxophone, look behind the desk it was on top of. We can find an Infusion hidden on the floor behind it.

Voxophone #16 – The Source of Her Power: Take the elevator up & you will enter a Specimen Observation room. Follow the corridors along until you reach the fourth observation room, the Library. Here, Elizabeth will be looking out the large window in a room full of books. We can find a Voxophone to the right of the observation lever in a wheeled chair.

Chapter 7 – Battleship Bay:

Voxophone #17 – Born In the River: When you wake up on the beach, turn around & look back towards the resort. At the back of the beach near the resort building, will be a small red & white striped hut on wheels. Approach it & we can find a Voxophone underneath it.

Kinetoscope #9: Enter the way-building off the beach. We can find a Kinetoscope around the corner against the right wall.

Voxophone #18 – Heaven: Regroup with Elizabeth & enter Battleship Bay. Carry on after selecting the Choker for Elizabeth to wear & enter the Dimwit & Duke Arcade. To get inside, Elizabeth will pick the Lock. Head through the back rooms of the Arcade until you come across a Dollar Bill vending machine. From here, head straight down the hall past it & into the next room. We can find a Voxophone in a laundry basket in the right corner of the room.

Voxophone #19 – A Dog’s Loyalty: Enter the main game floor of the Arcade & head around to the far end across from where you came in to find some “washrooms for the phobic”. We can find a Voxophone in the men’s restroom on a table near the sinks.

Kinetoscope #10: Exit the restroom & go left down the hall to find a Kinetoscope against the windowed wall.

There are three other Kinetoscopes in the Arcade, but they are repeats of ones we have found previously. Feel free to access them just in case, but if you have been following along with the guide, we will be alright.

Voxophone #20 – Take Her Alive: Continue through the Chapter & try ordering tickets for the Airship. After the Tickets Please Guy… gives you a hand, head up the stairs & enter the room off your right. Inside we can find a Voxophone on top of a police desk in front of us.

Infusion Upgrade #6: Head down the hall & take a left around the corner to enter the room where Tickets Please Guy was standing. We can find an Infusion on a desk behind where he stood.

Voxophone #21 – The Golden Path to Heaven: Before leaving the Gondola Station outside, carry on down the hall & take some stairs down into a side area. We can find a Voxophone underneath the stairs at the bottom beside a table.

Telescope #4: Give Elizabeth a hand with the lever & ride the gondola up to Soldier’s Field. When you arrive, take the stairs up to the top landing. Directly across from the entrance to Soldier’s Field, there will be a Telescope looking back towards Battleship Bay.

Chapter 8 – Soldier’s Field:

Kinetoscope #11: Head down the stairs in Soldier’s Field then make your way over to the rooms on the right side of the area. We can find a Kinetoscope behind the miniature Soldier’s Field display.

Infusion Upgrade #7: Now make your way over to the other end of the area, the left side. Get Elizabeth to pick a Locked Door & head inside. We can find an Infusion on one of the desks against the windowed wall.

Voxophone #22 – A Place In the World: From the Infusion, carry on into the security room. To the right of the desk in here we can find a large open safe with a Voxophone sticking out of it.

Kinetoscope #12: Exit the Soldier’s Field information building & enter Soldier’s Field proper outside. After stepping off the walkway look to our left; there will be a Kinetoscope in between us & an Ice Cream shop on a small pier.

Voxophone #23 – I Am His Mirror: Enter the Dimwit & Duke Ice Cream Shoppe now & we can find a Voxophone on one of the tables inside in the center of the room.

If you are to set off the enemies in the area the Ice Cream Shoppe is the best place to do so since we have four walls around us. If there are no more enemies, we can loot indiscriminately while also racking up some more Weapon kills. Your call, we will be attacked if we don’t a little ways further in anyways…

Voxophone #24 – Viewing the Infinite: Before leaving Soldier’s Field proper, head inside a Founders Book store. We can find a Voxophone up some stairs on a small ledge overlooking the front counter.
Sequence 4: A True Soldier
1. Chapter 8.5-11
2. Weapon Focus: Sky-Line Kills, Sky-Line Strikes, Possessed Machines, Founder Shotgun, Founder Sniper Rifle, Crank Gun, Tear Machines
3. Infusions: 10/25
4. Telescopes: 4/11
5. Kinetoscopes: 17/26
6. Voxophones: 32/80
7. Achievements: 8/80
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Chapter 8.5 – Soldier’s Field:

Voxophone #25 – Never Seen the Face: Take the elevator down to the Hall of Heroes. Head down the stairs & get Elizabeth to pick the Locked Door on the left side of the room. We can find a Voxophone on one of the desks near the back of the room.

Watch out for the Automaton!


Achievement #7 – Coins In the Cushion: Looted 200 containers.
Contrary to what the name of the Achievement might imply, all we have to do is loot an Item from a container for it to count towards the Achievement. It can be ammo, food, Salts, or Silver Eagles. If you are diligent with what you have been looting thus far, this Achievement will most likely unlock for you at some point during this Chapter.

Vigor #4 – Bucking Bronco: Leave this entrance lobby to the Hall of Heroes & we can find a crate full of Bucking Bronco directly ahead of us.

The Skeet Shoot Achievement requires us to kill five enemies while they are airborne. Bucking Bronco can make this Achievement much easier early on. While killing an enemy while they are floating from the Vigor won't count, shooting them as soon as the effect wears off will. If you have a Founder Shotgun, launch an enemy in the air & be ready to blast them as soon as Bucking Bronco wears off. It may take a few tries to get your timing down.

Vigor Combo #3 – Bucking Bronco + Devil’s Kiss: Exit the lobby & we will end up outside to be attacked by some soldiers. Launch an enemy into the air with Bucking Bronco then blast him with Devil’s Kiss for the combo.

Kinetoscope #13: Fight off all the soldiers, then make your way into the building on the right with “Tickets” lit above its front. We can find a Kinetoscope in the left area of the lower floor in a waiting room.

If you have some extra Silver Eagles, it could be worth purchasing some Weapon Upgrades at the nearby Minuteman’s Armory.

Voxophone #26 – A True Soldier: Make your way upstairs now & left around the balcony. We can find a Voxophone on the floor next to a Sniper Rifle resting against the railing.

Code Book: Return downstairs in the Tickets building & walk up to the cannon in the center of the room. In the barrel of the cannon, we can find a Code Book stuffed inside it.

Voxophone #27 – Vox Contraband Inventory: Head across the street now to the Fellow Traveller pub. Inside the kitchen, we can see a Voxophone pinned to a cupboard immediately ahead of us upon entering.

Voxophone #28 – Their Sun Is Setting: With the Code Book, go to the back right corner of the pub & we can find two bathrooms, the first having a Cypher written on its walls. Walk over to the other bathroom & “tip the hat to the Vox”.

Enter the secret room downstairs to find a Voxophone on a table in the center of the room.

Infusion Upgrade #8: This Infusion can also be found in the secret basement of the Fellow Traveller pub. It will be on a table against the right wall.

Voxophone #29 – A Final Stand: Clear the Sky-Line & ride it up to the Hall of Heroes Plaza. We are about to enter a large battle; this is a good location to farm some kills if you feel the need to. Reload a Checkpoint or two.

Before or after you engage the enemies, look down the stairs from where we first dropped off the Sky-Line. There will be a parked gondola at the bottom of the stairs here. Head inside the passenger room looking back towards Columbia & we can find a Voxophone on a fold out chair inside.

Kinetoscope #14: Head up the stairs to the entrance to the Hall of Heroes. Before entering, go to the right corner from the doors to find a Kinetoscope against the far wall.

Chapter 9 – Hall of Heroes:

Voxophone #30 – Comrades of Necessity: In the Hall of Heroes, you will come to a crossroads in the first hall. Take the left hall towards the Minuteman’s Armory vending machine & enter through the doors to the right at the end of the hall. The Voxophone will be on a desk off your left when you enter the room.

Infusion Upgrade #9: Enter the room with the statue of Comstock following the crossroad & we will have to fight off some of Slate’s soldiers. Enter the room to the right of the Comstock statue where Slate’s men come out of. At the back of the room, we can find an Infusion on a table in the right corner.

Chapter 10 – Inside the Hall of Heroes:

Voxophone #31 – Unconditional: After you pass through the Memorial to the First Lady & you discover why Elizabeth was locked in her tower; you will need her to pick a Locked Door. In the next room will be the part of the exhibit where Daisy Fitzroy is. To the right of Daisy’s statue will be a side room where we can find a Voxophone beneath a portrait of Lady Comstock on a chair.

Kinetoscope #15: Enter the Courtyard after the Tear tutorial & fight through Slate’s men. Carry on up the stairs & enter the next room where there will be some vending machines & two Kinetoscopes on either side of the doorway ahead. This Kinetoscope is to the left of the doorway.

Kinetoscope #16: In the same room as Kinetoscope #15 after the Courtyard. It is the Kinetoscope to the right of the doorway carrying onwards.

Kinetoscope #17: Enter the Giftshop now from the last room & we can find a Kinetoscope directly ahead of us.

Chapter 11 – Hall of Heroes Gift Shop:

In the Giftshop we will be attacked by a Motorized Patriot who will drop the Crank Gun. Until we unlock the Seasoned to Taste Achievement, it is a good idea always grabbing the Crank Guns for our kills. It is one of the rarer Weapon types.

Voxophone #32 – A Soldier’s Death: Exit the Giftshop back into the Courtyard & we will have to fight off a few waves of Slate’s men. Afterwards, doors to the left & right of the Courtyard’s lower floor will be unlocked. Enter the room off the left & we can find a Voxophone on a worktable next to some broken vending machines.

Infusion Upgrade #10: From the Voxophone in this room, we can find this Infusion hidden inside the nearby toolbox. Jump onto the worktable we found the Voxophone on & look inside the toolbox to grab the Infusion. It can be hard to see.


Achievement #8 – Raising the Bar: Upgraded one attribute (Health, Shield, or Salts) to its maximum level.
This is the soonest we will be unlocking this Achievement after putting 10 Infusions into either Health, Shields, or Salts. If you have the Columbia’s Finest DLC, you might have unlocked this Achievement sooner. Either way, we will be maxing out 2.8 of the slots by finding all 25 Infusions in the game. This will come naturally as we play. If you are playing on 1999 Difficulty, I would set the precedent on maxing out your Shields first.
Sequence 5: Seed of a Lie
1. Chapter 12-17
2. Weapon Focus: Sky-Line Kills, Sky-Line Strikes, Possessed Machines, Tear Machines, Founder Shotgun, Founder Sniper Rifle, Crank Gun
3. Infusions: 13/25
4. Telescopes: 5/11
5. Kinetoscopes: 18/26
6. Voxophones: 37/80
7. Achievements: 15/80
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Chapter 12 – Return to the Hall of Heroes Plaza:

Vigor #5 – Shock Jockey: Re-enter the Memorial of the First Lady & we will see Slate laying on the ground. Spare or kill him & drink the Shock Jockey.


Achievement #9 – Shock Tactics: Retrieved Shock Jockey.
Story Related. We will unlock this Achievement after we collect the Shock Jockey Vigor from Slate in the Hall of Heroes.

Vigor Combo #4 – Possession + Shock Jockey: Now that we have Shock Jockey, we can complete 2 more Vigor Combos. Hit an enemy with Possession then blast them with Shock Jockey.


Achievement #10 – Hazard Pay: Killed 10 enemies by utilizing environmental hazards.
This is one of the more circumstantial Achievements you should be deliberately working towards. Whenever you see an oil slick or puddle of water, try luring enemies through it & use Devil’s Kiss or Shock Jockey accordingly. We only need to kill 10 enemies like this; its better getting this out of the way as soon as you can.

Vigor Combo #5 – Murder of Crows + Shock Jockey: This is the other Vigor Combo we can now get. Use Murder of Crows on an enemy then blast them with Shock Jockey.


Achievement #11 – Bolt From the Blue: Killed 5 enemies with a Headshot while riding a Sky-Line.
This is another obscure kill related Achievement that is good to focus on when you can. This is very easy to obtain if you have a Founder Carbine or Sniper Rifle. Whenever you are on a Sky-Line, slow yourself down & try getting some Headshot kills before dismounting. We only need 5.

Voxophone #33 – Calling You Out: Take the elevator back up to Soldier’s Field now. The area has reset so it is a good idea looting the place again for some extra Silver Eagles.

With Shock Jockey, make your way over to the Soldier’s Field Hotel. From the side facing the gondola, use the Freight Hook to get up to the second floor of the Hotel. Power up the door control with Shock Jockey up here & head inside the newly unlocked room. We can find a Voxophone on top of a bloody bed in the next room over.


Achievement #12 – Street Sweeper: Killed 50 enemies with the Founder China Broom Shotgun or Vox Heater.
This is around when I finished my kills for the Founder Shotgun. These last few Chapters are a good set to work towards this Achievement, but realistically so long as you are killing enemies with Weapons you have not gotten their Achievements for, any Weapon kill is a good kill. Don’t limit yourself to my choice of Weapons.

There is a Kinetoscope found below the stairs that leads up to the elevator to the First Lady’s Airship. This is one we have already collected previously, however.

Infusion Upgrade #11: When you board The First Lady’s Airship do not pull the navigation levers yet. Instead, look to your right & grab the Infusion next to some Salts resting on a table in the corner.


Achievement #13 – First Class Ticket: Boarded The First Lady.
Story Related. We will unlock this Achievement after we make it to The First Lady Airship & use the navigation console to exit Columbia. The Achievement will unlock after interacting with the console & finishing the Chapter.

Chapter 13 – Finkton Docks:

Voxophone #34 – God’s Blueprint: When you regain control of Booker at the Finkton Docks, enter the building that is to your left. We can find a Voxophone tucked in between two desks to the left inside this building.


Achievement #14 – Seasoned to Taste: Killed 30 enemies with the Peppermill Crank Gun.
The Crank Gun is the Mini-Gun exclusively dropped by Motorized Patriots. Whenever you have the opportunity to equip one, do so. There will be plenty of opportunities all throughout the game to collect Crank Guns, but they are limited to whenever we encounter Motorized Patriots or pulled from Tears on rare occasions.

Chapter 14 – Beggar's Wharf:

Voxophone #35 – Shame of My Service: When we chase Elizabeth through the Beggar’s Wharf, we will eventually end up inside a Columbia Authority Police Station where two soldiers grab her. Inside the station, head around to the back left side of the room & we can find a Voxophone on a desk around the corner.

Chapter 15 – Port Franklin Pier:


Achievement #15 – On A Clear Day: Killed 30 enemies with the Bird’s Eye Sniper Rifle.
This is around when I unlocked this Achievement. This is a good Weapon to use while on Sky-Lines as it can kill enemies very quickly while still being accurate. Sniper Rifles can be found all through out the game.

Infusion Upgrade #12: When you leave the Police Station & drop down into the new area to save Elizabeth, we will switch Chapters. After defeating all the enemies, head up the stairs on the lower floor & enter the prisons of the Police Station. We can find an Infusion just within reach behind the cell bars.

If you have the money for it, maxing out the Devil’s Kiss Vigor could be a good idea as it counts towards our maxed out Vigor for the Kitted Out Achievement. This or Possession should be the cheapest Vigors to max out.

Chapter 16 – Worker Induction Center:

Telescope #5: Eventually, Elizabeth rescues you from the Handy Man & you regroup with her outside the New Worker Induction Center. While standing outside it, look to your left beside a gondola to find a Telescope.

Chapter 17 – Finkton Proper:

Kinetoscope #18: When you enter the Induction Building, head into the room off your left where the Veni! Vedi! Vigor! vending machine is. We can find a Kinetoscope along the left wall here.

Voxophone #36 – A Product Like Any Other: Enter the admissions room of the Induction Center & walk around the front counters into the back room. We can find a Voxophone on the office desk inside.

Infusion Upgrade #13: Across from the back room here in the Induction Building will be an Employees Only office, but it will be locked. Using 5 Lockpicks get Elizabeth to pick the Door Lock. The Infusion will be on the first desk inside off your right.

To progress we can take either staircase down into the basement of the Induction Building. Each way will be barred by a Locked Door that can be unlocked by Elizabeth’s Hairpin. Be sure to go & pick both of them for an extra point towards The Roguish Type Achievement.

Voxophone #37 – Seed of a Lie: Enter the basement of the Induction Building & there will be two side rooms at the bottom floor. One will be a large administration looking room & the other will be a small office across from it that contains the elevator onward. Enter the small office & look inside an open locker along one of the walls. A Voxophone will be inside it.
Sequence 6: We've Need of a Shepard
1. Chapter 19-21
2. Weapon Focus: Sky-Line Kills, Sky-Line Strikes, Hand Cannon, Founder Carbine, Volley Gun
3. Infusions: 15/25
4. Telescopes: 5/11
5. Kinetoscopes: 21/26
6. Voxophones: 42/80
7. Achievements: 18/80
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Chapter 18 – The Plaza of Zeal:

Voxophone #38 – The Invisible Colour: Use the elevator & enter The Plaza of Zeal. After speaking with Fink’s assistant, exit into the plaza proper & take a right down the stairs. Head down the street on this right side of the Gun Shop past the entrance to the Shanty Town. In the very far right corner of The Plaza of Zeal, past the line of Freight Containers above us, will be a Voxophone beside a saw table in the back corner near some lumber.

Before entering the Gun Shop, look above the entrance to the left & there will be two Freight Hooks hanging off of a Fink MFG. sign. Use the Freight Hooks to get on top of the Gun Shop roof. Underneath the Gun Shop sign will be a Chest Gear. If you did not have the Columbia’s Finest DLC, this is where you would unlock the Dress For Success Achievement.

Voxophone #39 – We’ve Need of a Shepard: Enter the Gun Shop & you can find this Voxophone on top of the front counter.


Achievement #16 – Heartbreaker: Killed a Handyman by only shooting his heart.
This is a very difficult Achievement, especially playing on 1999 Difficulty. After we speak to Mrs. Lin & exit the Gun Shop, we will be attacked by a Handyman. This is most easily achieved using a Pistol, Carbine, or Sniper Rifle. Take your time & really hone in your shots; if you hit him anywhere other than his heart you will have to reload your Checkpoint. While this technically can be unlocked at any point we fight a Handyman, this is the best opportunity to try for this Achievement as it is all alone in a large arena. Equipping the Handyman Nemesis Gear can also be very useful as well as it will give us an additional 50% damage against Handymen; we should have picked it up back in the Blue Ribbon Restaurant in Chapter 4.

This video guide by Maka91Productions is very handy for figuring out how to best tackle this Achievement. Try following the video exactly to get it to work. When the Handyman jumps up at you on the decided overhang in the video, run off the ledge directly past the smoking golden cylinder. This should pin the Handyman here. If you cannot get the glitch to work, this is still the best place for the Achievement, though your task will be much harder. You will essentially have to run circles around The Plaza of Zeal, getting in a heart-shot when it is safe to do so.
https://youtu.be/ZpMktAs7QZY

Chapter 19 – The Good Time Club:

Kinetoscope #19: Enter The Good Time Club & head up the stairs. We can find a Kinetoscope at the top of the stairs next to a Minuteman’s Armory.

In the next room, we will be attacked by waves of enemies. This is a really good place to grind out some Weapon kills if you feel the need to.


Achievement #17 – More For Your Money: Lured 3 enemies into a single Vigor Trap 5 times.
In The Good Time Club before the waves begin, quickly rush close to the curtains in the center of the stage & lay down a Vigor Trap. Lots of enemies are going to be charging out when the waves begin so this is a perfect to try for this Achievement. Devil’s Kiss & Shock Jockey make the best Traps. For some reason, my Shock Jockey Traps would not register & I had to use Devil’s Kiss for it to count towards the Achievement.

After springing the initial rush of enemies with your Trap, reload the Checkpoint & repeat this method four more times to unlock the Achievement. If you are quick enough, you might even be able to get all 5 in a single run.

Kinetoscope #20: After defeating all the enemy waves inside The Good Time Club, make your way down to the lower floor if you are not already on it. Across from the stage at the far end is a hallway that ends with a Veni! Vedi! Vigor! vending machine with a Kinetoscope beside it.

Infusion Upgrade #14: Exit this hallway & look to your right to find a Dollar Bill vending machine. To the right of the vending machine will be a door that will take you into a bar. The Infusion can be found on top of the bar counter.

Voxophone #40 – Changing My Tune: Go past the stage now & into the dressing room. We can find a Voxophone on one of the make up tables here.

Code Book: Head downstairs into the prisons below The Good Time Club. After picking the Locked Door you will enter the “Disposal” room. The Code Book can be found on top of a crate with some Chen Lin signs on it to the right of the furnace.

This Code Book is for a Cypher we can find when we return to The Plaza of Zeal in the next Chapter.

Voxophone #41 – His Design For Cruelty: Pass through the projector room into the cell blocks. We can find this Voxophone immediately on our right on top of a stool when we enter.


Achievement #18 – Loose Cannon: Killed 25 enemies with the Paddywhacker Hand Cannon.
This is a fairly simple Slay Achievement to unlock. We will be introduced to the Hand Cannon in the previous Chapter & have plenty of opportunities to unlock this right away. Aside from the Founder Huntsman Rifle, this is my favorite Weapon in the game.

Kinetoscope #21: When we step into the alternate reality of Columbia, make your way back through The Good Time Club. This Kinetoscope can be found exactly where we found Kinetoscope #19 but on the opposite side of the Minuteman’s Armory this time.

Chapter 20 – The Plaza of Zeal (2nd Visit):

Infusion Upgrade #15: Exit The Good Time Club & fight off all the enemies outside. When the enemies are dead, head over the far end of the plaza where an Easter Mechanical Horse is towing a Finkton Refinery oil tank. From the horse, go left along the walls until you are outside facing the sky on your right. Outside here, there will be a Locked Door on your left. Enter the building & approach the large clock at the back of the room.

Using the Code Book we found in The Good Time Club, set the broken clock to midnight to unlock the Vox secret stash. The Infusion can be found behind the clock in the stash.

Voxophone #42 – A Truer Allegiance: We can find this Voxophone right beside the Infusion found in the secret Vox stash we used the Code Book to uncover.

Chapter 21 – The Gunsmith Shop:

There are no Collectibles or Achievements found in this Chapter.
Sequence 7: Fanning A Flame
1. Chapter 22-24
2. Weapon Focus: Sky-Line Kills, Sky-Line Strikes, Possessed Machines, Tear Machines, Founder Carbine, Volley Gun, Founder RPG
3. Infusions: 18/25
4. Telescopes: 6/11
5. Kinetoscopes: 22/26
6. Voxophones: 49/80
7. Achievements: 23/80
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Chapter 22 – Shantytown:

Infusion Upgrade #16: Take the elevator down into the Shantytown. Exit the elevator & take a left at the end of the street. At the dead end here, you can see an Infusion on top of a crate behind some grocers.

The thugs will attack us when we go for the Infusion, so be aware of that.


Achievement #19 – Lost Weekend: Killed 5 enemies while you are drunk.
From here, take a left down some stairs & head inside The Graveyard Shift pub. When we enter, there will be six people in the bar. One of the men is not hostile, but the other five are considered enemies. When you enter, there will be a table of three beers & a bottle of wine to your left. Drink enough alcohol to get drunk then open fire as fast as you can to kill everyone in the pub. We need five kills while drunk cumulatively, not during the same drunken binge. Stagger the alcohol in the room. If you run out of your buzz & there’s still more enemies, quickly go & chug some more & start killing again.

If you mess up, hopefully you will only have one or two kills remaining. Keep this in mind throughout the rest of the playthrough & be sure to get those last kills during another convenient bender.

You can reload the Chapter & kill the same people in the pub for some easy kills this way as well. If you do reload however, be sure you re-collect any Collectibles you grabbed previously.


Achievement #20 – Here Little Piggy: Killed 30 enemies with the Founder Pig Volley Gun or Vox Hail Fire.
I unlocked this early as I was using a Volley Gun for the Lost Weekend Achievement. This is one of the more annoying Slay Achievements to get as the Volley & the Hail Fire are not that great of guns. The Plaza of Zeal is a good Chapter to rack up kills for the Volley Gun. We will have plenty of opportunities later on for this, they are a pretty common gun in late game.

Voxophone #43 – Fanning A Flame: Inside The Graveyard Shift Pub, head down into the cellar. We can find a Voxophone on a table to the left of a barrel rack in the center of the room.

Key: From the Voxophone, turn around & there will a canvas wall to your right. Directly in front of the canvas wall will be a Key on top of a barrel. We will need this Key for a Collectible found in the next Chapter.

Telescope #6: Carry on through the Shantytown past the people breaking into a broken vending machine & down the street. Go up the stairs past the fellows stuck inside stockades. At the top of the next set of stairs heading down into the new area, look up to your left to see a Freight Hook. Jump up to it & dismount on the platform below it. We can find a Telescope along the railing look out towards The Bull House.

Voxophone #44 – Trapped: To enter The Bull House, we have to clear the outside defences. After they are destroyed, do not enter The Bull House just yet. Instead, ride the Sky-Lines up behind the building to the right of The Bull House. At the very top, in the back, will be a bear trap in a pool of blood on the floor. We can find a Voxophone across from the bear trap on the ground beside a chair here.


Achievement #21 – David & Goliath: Killed 20 “Heavy Hitter” enemies.
Heavy Hitter enemies are the more difficult enemy types. These include: Motorized Patriots, Firemen, Crows, & Handymen. This is guaranteed to unlock naturally as you playthrough the game.

Chapter 23 – The Bull House Impound:

Kinetoscope #22: Enter The Bull House & go past the security checkpoint. Before entering the next room, go into the side room to your right. We can find a Kinetoscope in between two desks in here.

Voxophone #45 – Terminated: Go into the next room & defeat all the enemies inside. On the first floor here, head to the left corner of the room. There is an interrogation room underneath the stairs leading to the second floor. Enter the room & we can find a Voxophone stashed underneath a table ahead of us.

Infusion Upgrade #17: Make your way up the second floor now & enter the first room off your left at the top of the stairs. Pick the Locked Door with 5 Lockpicks & we can find an Infusion on a table beside a Gear.

Voxophone #46 – That (Censored by Steam) Key: Stay on the second floor & make your way over to the next room on our left. We can find a Voxophone on a desk to the right of a Locked Chest in a side office here.

Infusion Upgrade #18: If you grabbed the Chest Key from the previous Chapter, we will be able to open this Locked Chest. Inside, we can find another Infusion.


Achievement #22 – Armed Revolt: Assisted the Gunsmith.
Story Related. Open the Tear in The Bull House Impound basement & return the Vox’s guns to the Gun Shop. Opening the Tear will unlock the Achievement.

Voxophone #47 – Kindling: After you open the Tear, head up the stairs until you are one floor below the first floor in The Bull House. When you pass the impound gates you can find a Voxophone on the office desk straight ahead of you in between the two sets of stairs leading up to the first floor.

Chapter 24 – The Bull Yard:


Achievement #23 – Aerial Assassin: Killed 20 enemies with a Sky-Line Strike.
This is another tedious Slay Achievement & will probably not come to you naturally as you play. By this point, it is getting a bit late to be starting fresh on Sky-Line kill related Achievements. Whenever you have the opportunity to, leap onto a Freight Hook or Sky-Line then use Sky-Line Strikes to kill enemies.

If you have the Columbia’s Finest DLC the Eagle Strike Gear is exceptionally useful for unlocking this Achievement.

It is important to remember that even if you beat the game, you can always go back into Chapter select & replay moments in Chapters to grind out the rest of your Slay Achievements. So do not stress out too much if you think you are falling behind.

Killing ally Vox soldiers also count towards our Slay Achievements; they count as enemy kills for some reason… so be sure to take advantage of that when it is appropriate. They are easy kills.

Voxophone #48 – That Eternal Shore: Return back up to Shantytown & head over to The Graveyard Shift pub once more. Just outside the pub we will find some Vox posing in front of a dead Handyman getting their picture taken. The Voxophone will be just in front of the dead Handyman.

Voxophone #49 – Drawing Dead: Enter The Graveyard Shift now & we can find a new Voxophone resting on the bar counter.
Sequence 8: All Debts Paid
1. Chapter 25-28
2. Weapon Focus: Sky-Line Kills, Possessed Machines, Tear Machines, Founder Carbine/Vox Burstgun, Founder RPG, Founder Machine Gun/Vox Repeater
3. Infusions: 19/25
4. Telescopes: 8/11
5. Kinetoscopes: 22/26
6. Voxophones: 52/80
7. Achievements: 31/80
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Chapter 25 – Finkton Proper:

Vigor #6 – Charge: After stepping off the elevator from Shantytown, enter the security room directly ahead of you. The barred area will be busted open & we can now grab the Charge Vigor from its stand.

Vigor Combo #6 – Bucking Bronco + Charge: Equip these two Vigors then launch an enemy into the air with Bucking Bronco. While they are airborne bull rush them with Charge to get the combo.

Vigor Combo #7 – Devil’s Kiss + Charge: This combo is just overkill. Use Devil’s Kiss to ignite an enemy then bull rush them with Charge while they are still on fire.


Achievement #24 – Strange Bedfellows: Killed 20 enemies using Allies brought in through a Tear.
This Achievement can be tricky racking up kills for, especially on 1999 Difficulty. Whenever you know you can summon a Tear Ally, whittle down the nearby enemies a bit if you can help it so they are easier for your Ally to kill. Tear Allies can be Motorized Patriots, Mosquitos, or Gun/Rocket Automatons.

Chapter 26 – On to the Factory:


Achievement #25 – Mind Over Matter: Killed 20 enemies using Possessed Machines.
This Achievement is identical to the Strange Bedfellows Achievement only the machines need to be hostile & pre-existing. Whenever you encounter hostile machines, Possess them, & whittle down the other enemies so they can be killed more easily by your machines.

The final battle starting on Chapter 38 is a good place to keep reloading for both these Achievements later on.

Voxophone #50 – All Debts Paid: Enter The Plaza if Zeal once more & kill off all the enemies in the area. Enter the Gun Shop & we can find this Voxophone on the shelf along the left wall inside.

Chapter 27 – The Factory Courtyard:


Achievement #26 – Tear ‘em A New One: Opened 30 Tears.
This will most likely come naturally as you play through the game. Simply open up any 30 different Tears for them to count towards the Achievement. Re-opening a Tear you have already opened previously will not count a second time. These can be health, guns, salts, allies, cover, Freight Hooks, & many other assets.

Telescope #7: Take out all the enemies & destroy the Airship to gain access to the Factory. Head up the stairs but do not enter the Factory just yet. From the Factory doors, turn around & jump up onto the small ledge in between the two doors to find a Telescope pointing back towards where you came up.

Chapter 28 – The Factory:


Achievement #27 – Kitted Out: Fully upgraded one Weapon & one Vigor.
This is the soonest we are able to unlock this Achievement. Fight through the Factory & take the elevator up to the next floor. Take out the enemies then enter the room to the left of the area we are in. Inside, will be a Veni! Vedi! Vigor! & a Minuteman’s Armory vending machine. The cheapest Vigor to max out is the Devil’s Kiss or Possession & the cheapest Weapon to max out is definitely the Broadsider Pistol.

After purchasing all necessary upgrades, the Achievement will unlock when you exit out of the vending machine. From here on, we can either hoard our Silver Eagles for spare lives or spend them on your favourite Weapons to upgrade. Keep in mind, we need to spend a total of $10,000 at vending machines for the Grand Largesse Achievement. We will be deliberately grinding for that Achievement in a later Chapter…

Voxophone #51 – A Child Needs A Protector: Leave the room with the vending machines & make for the exit to this area. In the far right corner beside the doorway out, past the Undertow Vigor, we can find a Voxophone below a chalk board on a table.

Vigor #7 – Undertow: We can find this Vigor directly in our way when we go to leave the room the elevator took us to.

We need this Vigor to blast 20 enemies off of Columbia to fall to their deaths for the Bon Voyage Achievement.

Vigor Combo #8 – Shock Jockey + Undertow: For the final Vigor Combo, blast any enemy with Shock Jockey then send them flying with the Undertow Vigor.


Achievement #28 – Combination Shock: Performed all 8 of the Vigor Combinations.
Now that we have the Undertow Vigor, we have all the Vigors we need to perform the 8 Vigor Combos. If you completed the last Vigor Combo & the Achievement did not unlock, check out my Achievement Checklist listed up in the Introduction to find the full list of Vigor Combos you need. Cycle through them all until you find the one you were missing. The Achievement will unlock as soon as you complete the final Vigor Combo.


Achievement #29 – Skeet Shoot: Killed 5 enemies while they are falling.
With the Undertow & Shock Jockey Vigors we can now get this Achievement very easily. After confronting Daisy Fitzroy, we will be attacked by waves of enemies. When the weaker soldier enemies arrive, whittle their health down to around half, blast them with Shock Jockey then immediately follow it up with Undertow. If their health was low enough, the Shock Jockey will kill them will they are falling from the Undertow.

Shock Jockey/Undertow is the easiest method to unlock this Achievement; it is very difficult to try & kill airborne enemies through natural game play.


Achievement #30 – Vigorous Opposition: Killed 75 enemies either with a Vigor or while the enemy is under the effects of a Vigor.
This will probably come naturally as you play through the game. Vigors are a pretty essential part to this game, especially on 1999 Mode. Anything you do with Vigors that results in a kill counts towards the Achievement, this includes kills made by Possessed machines.

Since this battle in The Factory has so many enemies & its good for mopping up some Vigor related Achievements, this may unlock for you here as it did for me. We still have 7/10 of the game so there are plenty more opportunities for this.

Telescope #8: During or after we fight off the waves of enemies when confronting Fitzroy, make your way to the opposite end of this area from where we entered. At the very back past the Tesla Coil Tear, we can find a Telescope beside the far railing looking out towards a flaming building trailing red Vox banners.

Voxophone #52 – Apology: After the battle, boost Elizabeth through a vent, & stop Daisy Fitzroy. When Elizabeth unlocks the room, there will be three different ways we can go next. Do not go straight yet.

First, enter the room to your right to find a Voxophone on the floor beside Fink.

Infusion Upgrade #19: From this side room, head across the hall to the other room now & we can find an Infusion on top of a table near the window.


Achievement #31 – Working Class Hero: Completed the Factory.
Story Related. After confronting Daisy Fitzroy, board The First Lady Airship & plot a course for New York to unlock the Achievement.
Sequence 9: Beyond Redemption
1. Chapter 29-31
2. Weapon Focus: Sky-Line Kills, Founder Carbine/Vox Burstgun, Founder RPG, Founder Machine Gun/Vox Repeater
3. Infusions: 22/25
4. Telescopes: 9/11
5. Kinetoscopes: 23/26
6. Voxophones:60/80
7. Achievements: 36/80
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Chapter 29 – Emporia:

Infusion Upgrade #20: When the Chapter begins, push the piano out of the way & make your way down to the Port Prosperity building at the far end of the street. Get Elizabeth to pick open the front door with a Hairpin, then pick open the Locked Gate inside off your left 3 Lockpicks. Through the gate, head right down the hall & we can find an Infusion in a bathtub at the dead end.


Achievement #32 – Infused With Greatness: Collected all 25 Infusions upgrades in a single game.
If you own the Columbia’s Finest DLC, this Achievement will unlock early for you since we previously collected 5 extra Infusions while we were in the Blue Ribbon during Chapter 4.

If you do not have the DLC, do not worry, I will include the locations of the remaining 5 Infusions. This Achievement will unlock after collecting 25 Infusions.

Chapter 30 – Port Prosperity:

Telescope #9: Exit the Port Prosperity building outside & we will see a left & right landing where gondola passengers can disembark. We can find a Telescope looking out towards Emporia on the right landing.

Watch out for the gondola containing enemies that will arrive in between these two landings.

Voxophone #53 – Coming For Comstock: Board the gondola & ride it up to the Grand Central Depot. Head up the stairs & enter the Ticket room. Fight off the enemies, then carry on down the hall past the vending machines. We can find a Voxophone off our left down the hall leaning against a trunk with “The Founders Will Bleed” written in blood against the nearby window.

Kinetoscope #23: From the Voxophone, enter the next Ticket room & pick the Locked Door to The Salty Oyster with 3 Lockpicks. Make your way over to the bathrooms inside & we can find a Kinetoscope in between the doors to the Men’s & Women’s restrooms.

Voxophone #54 – Whispers Through the Wall: Fight off the large hoard of Vox when you enter the main Grand Central Depot. Once they are all defeated, on the lower floor facing the large Comstock statue, enter the offices on the bottom left corner of the area. Enter the side room in the office to find a Voxophone on top of a stack of newspapers.


Achievement #33 – The Roguish Type: Used Elizabeth to pick 30 Locks.
This is most likely the soonest you will unlock this Achievement if you have been diligent with unlocking everything we have come across thus far. There are plenty of opportunities throughout the game & this will unlock naturally as you play. Loot everything!

Voxophone #55 – A Window: Head up the stairs & pick the Locked Gate to exit Grand Central Depot. Ahead of us will be a bridge with an enemy sniper on top of it. Underneath this bridge, head to your left & pick the Locked Door leading into a Founder’s Books. To the right of the front counter against the wall, we can find a Voxophone on a counter beside a large stuffed bear.

Voxophone #56 – Sally: Now head to the basement level of Founder’s Books. In the center of the basement will be a seating room; we can find the Voxophone beside the couch on the right on top of a small table.

Watch out for the ambush…

Infusion Upgrade #21: After listening to the Voxophone we will now have access to a secret room. Head all the way back through Grand Central Depot & return to The Salty Oyster. Jump over the front counter & there will now be a button underneath the cash register. Press it, & a side room will open up to your left. An Infusion can be found on the center counter beside the Return to Sender Vigor.

Vigor #8 – Return to Sender: This Vigor can be found in the secret room found in The Salty Oyster beside the Infusion. This is the final Vigor in the game, use it on the next enemy we find to unlock the Well Rounded Achievement.

This Vigor is insanely useful against the boss we fight in Chapter 32!

Voxophone #57 – One & The Same: This Voxophone can also be found in the secret room of The Salty Oyster. It will be in the left corner inside a metal bathtub.


Achievement #34 – Well Rounded: Used all 8 Vigors against enemies.
After leaving The Salty Oyster’s secret room, we will be ambushed by some Vox. Simply use Return to Sender against one of them, & if you have used the other Vigors at least once, the Achievement will unlock.

Chapter 31 – Downtown Emporia:


Achievement #35 – Bon Voyage: Killed 20 enemies by knocking them off Columbia.
As we take the elevator down, we will enter into a large battle. This is the perfect area to grind for this Achievement. Blow through all your Salts & die a few times so that it resets, knocking off as many Vox as you can with Undertow. When you have no more Salts, reload the Checkpoint & rinse & repeat until the Achievement is unlocked.

Voxophone #58 – A City, Suspended: Defeat all of the enemies at the beginning of the Chapter. Once they are all dead, hop on the Sky-Lines & get up to the overhang that is above Patriot’s Pride Confectionary & a Founder’s Books. Pick the Locked Door with 3 Lockpicks & we can find a Voxophone directly ahead of us in between some crates.

Code Book: Drop back down to the lower area & look for the Locked Gate leading to the Market District. Pick the Lock & head up the stairs to enter the Hudson’s store. Go downstairs & head around the corner where the pristine looking sink is. We can find a Code Book resting on the shelf to the left of the sink.

Infusion Upgrade #22: Leave Hudson’s & carry on through the Market District until you see Wilson Bros. & Company Bottling Works. Pick the Locked Door with 3 Lockpicks & enter the store. Turn immediately to your left & we can find an Infusion in an alcove to the left of the entrance.

Voxophone #59 – Beyond Redemption: Back track to the large area we battled in at the beginning of the Chapter & head over to the entrance to Harmony Lane. Pick the Locked Gate & head through Beggar’s Alley. When we leave Beggar’s Alley, we will be assaulted by some Vox snipers. Take them out & head across the bridge. After the bridge, there will be an open store off our right. Head inside & go downstairs into its basement. We can find a Voxophone stashed underneath a wine rack behind where two Vox were sitting down.

Voxophone #60 – The True Colour of My Skin: Carry on through Harmony Lane until you pass into Downtown Emporia. Fight off the Vox & Founders in an area with a bridge that has vending machines underneath it. Go up the stairs to the left of the bridge & use 3 Lockpicks on the Locked Door to a store with red curtains in its windows. We can find a Voxophone on top of some portraits on the front counter near the cash register.


Achievement #36 – Master of Pyrotechnics: Killed 20 enemies with the Barnstormer RPG.
This is not too difficult of a Slay Achievement to earn given how handy RPGs are. If you use them frequently, this Achievement will probably unlock for you sometime during this Chapter. We will be using a lot of RPGs in the final Chapter so if not now then definitely by then.
Sequence 10: Imagination of God
1. Chapter 31.5-32
2. Weapon Focus: Sky-Line Kills, Founder Carbine/Vox Burstgun, Founder Machine Gun/Vox Repeater
3. Infusions: 24/25
4. Telescopes: 10/11
5. Kinetoscopes: 23/26
6. Voxophones: 69/80
7. Achievements: 39/80
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Chapter 31.5 – Downtown Emporia:

Voxophone #61 – Pen Pal: Continue through Downtown Emporia until you are outside the Comstock House. We can find a Voxophone up the stairs at the base of a statue of Lady Comstock beside a portrait of herself & some lit candles.

Before proceeding to the Memorial Gardens, let Elizabeth scan her fingerprints on the gate to Comstock house.

Telescope #10: Go through the Memorial Gardens now & we can find a Telescope straight ahead of us overlooking the Comstock House.

Voxophone #62 – Out of the Thin Air: Before entering into the Memorial Gardens themselves, carry on down the narrow passage with the leaking water & electricity. On our left will be a floating building. Wait for it to dip low then jump inside. We can find a Voxophone on top of a broken piano.

Chapter 32 – Memorial Gardens:

When you go to see Lady Comstock, be prepared for the hardest boss battle of the game, The Siren. She unfortunately has 3 parts to it, the first happens in the graveyard. The best place to hold out is to the right of her mausoleum inside a small building where we can Tear in some Medkits. She will revive her allies indefinitely; you will still need to kill them to give yourself breathing room but shoot at the boss as often as you can. Do not die at all costs on 1999 Difficulty. Dying will revive her back up to full health & we have to do this all over again with less ammo & Medkits. The Return to Sender Vigor can be exceptionally useful to conserve your ammo & defend yourself while dealing really good damage to her.


Achievement #37 – Passionately Reciprocated: Killed 150 enemies with the Founder Triple R Machine Gun or Vox Repeater.
Aside from the Big Game Hunter Achievement, this Slay Achievement will most likely take you the longest to unlock. The zombies revived by the Siren in the Memorial Gardens are a great way to rack up kills for either Achievement. There is still plenty more of the game left to chip away at these Achievements.

Voxophone #63 – On the Entropy of Genes: Follow the Siren’s footprints out of the graveyard & down the right past the floating store we found Voxophone #62 in. Head into the Market District & fight off the Vox outside of Laboratory Lutece. Pick its Locked Door with a Hairpin & enter the lab. Make your way to the left corner of the lower floor & you will see a sparking machine with a Tear in it. Go to the right of this machine into a side room to find a Voxophone on a medical table inside.

Voxophone #64 – Child of Science: Activating the Tear inside Laboratory Lutece will drop a Voxophone when it is finished projecting. Be sure to pick it up.

Infusion Upgrade #23: Head upstairs in Laboratory Lutece to the bedroom above the sparking machine. We can find an Infusion across from the top of the machine on a table in the corner of the room.

Voxophone #65 – A Theory On Our “Death”: Look across from the Infusion to where the large bed is. We can find a Voxophone on the floor in between the bed & a dresser.

Infusion Upgrade #24: Now, make your way over to the Bank of the Prophet back in the beginning area again & defeat the Vox outside it. Take the elevator down & fight off the enemies in the large bank center. After they are all defeated, approach the large vault door at the top of the steps ahead. At the vault door, turn left & follow the hall along to the end room with “hoarder” written on the wall. Since we found the Code Book a long time ago, we can unlock the secret Vox stash. Type VOX into the typewriter to open the stash; we will find an Infusion inside on top of a safe.

Be sure to loot access/loot this room before defeating Lady Comstock or it will be permanently blocked off & we will be unable to collect this Infusion or Voxophone beside it!

Voxophone #66 – The Imagination of God: This Voxophone can found inside the Vox stash inside The Bank of the Prophet as well. It will be on a desk to the left of the safe with the Infusion on top of it.

Loot & save as many Silver Eagles as you can. After are finished in the bank, we will quickly grind out the Grand Largesse Achievement & having at least $1000 makes this process much faster.

Voxophone #67 – No Longer: Drop into the room that has the Tear we are looking for in front of three statues. Before opening the Tear, go over into the room on our left. Follow the room along past the stairs & we can find a Safe near the back corner. There will be a Voxophone hidden on the other side of this safe.

Voxophone #68 – A Broken Circle: Close the Tear in the bank now & it will drop a Voxophone. Do not forget to pick it up!

We will now launch into part two of the Siren boss battle. The best place to hold out is the small offices on either side of the lower floor. Focus on the boss as much as you can; she will indefinitely revive her minions. The Return to Sender Vigor is exceptionally useful against her!


Achievement #38 – Grand Largesse: Spent $10,000 at the vending machines of Columbia.
After defeating the Siren, take the elevator out of The Bank of the Prophet & our game will make a new Checkpoint. Ideally, you have at least $1000 or more. Exit the bank & take a right over to the Minuteman’s Armory & Veni! Vedi! Vigor! vending machines near the entrance to Harmony Lane. Spend as many Silver Eagles you can at these vending machines then reload your Checkpoint. Keep doing this process until the Achievement unlocks. Remember, do not buy Items at the Dollar Bill while we do this! It will void the Scavenger Hunt Achievement.

Voxophone #69 – The Customer Is Late: When you are ready, head down Harmony Lane & into Downtown Emporia. Head up the stairs & pick the Locked Door of The Cunningham’s Studios. Close the final Tear & a Voxophone will appear to the right of it on a desk. Be sure to collect it!


Achievement #39 – Blood In the Streets: Completed Emporia.
Story Related. Defeat the Siren for a final time outside of Comstock House. If you beat her the first two times, this third time is not any harder. Use that Return to Sender! When she is defeated, enter Comstock House to unlock the Achievement.
Sequence 11: Smothered In the Crib
1. Chapter 33-37
2. Weapon Focus: Sky-Line Kills, Founder Carbine/Vox Burstgun
3. Infusions: 25/25
4. Telescopes: 11/11
5. Kinetoscopes: 26/26
6. Voxophones: 77/80
7. Achievements: 42/80
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Chapter 33 – Comstock House:

Voxophone #70 – A Leash: Enter Comstock House & head through the building until you reach the room with the patients & Boy of Silence in it. Defeat the enemies (Possession is useful for these fights) & look at the elevator in the center of the room. After using the Intercom, the elevator will arrive. Before taking the elevator up, look on the floor inside it to find a Voxophone.

Chapter 34 – The Atrium:

Kinetoscope #24: Take the elevator up & take a left around the corner in the next room labeled Her Loving Embrace. Evade the Boy of Silence if you can. We can find a Kinetoscope against a pillar near the caved in section of the hall.

Voxophone #71 – The Value of Choice: Make your way over to the room labeled Where We Lie now. In this room, go left into the room labeled Where We Weep. We can find a Voxophone in front of the barred furnace inside an open coffin.

Kinetoscope #25: Carry on through Comstock House until you step into the outside area with two Gun Automatons above you. Head up the stairs & go left in the next room into the area labeled Where We Work. We can find a Kinetoscope straight down the hall when we enter.

Voxophone #72 – Debts: From the Kinetoscope enter the room with all the mannequin masks in it. Carry on into the room with the Boy of Silence & make your way past him behind a large square column. We can find a Voxophone at the back of this room on a table behind this pillar.

Kinetoscope #26: Carry on over to the Where We Learn area & through a large broken window towards the Warden’s Office. From the second directional sign leading to the Warden’s Office, look to your right instead. We can find this Kinetoscope in the dead end of the hall off your right here.

This is the final Kinetoscope in the game, we only need to track down one more Telescope to unlock the Sightseer Achievement.

Voxophone #73 – A Last Chance: Head to the far end of the next room’s lower floor, past the stairs & turn right. We can find a Voxophone in this back right corner leaning against a projector.

Voxophone #74 – Smothered In the Crib: Go up the stairs now to the Warden’s Office & we can find a Voxophone in a rolling chair to the left of the Security Gate controls.

Try not to jump…

Chapter 35 – Warden's Office:

Voxophone #75 – Ending It: After using the Security Gate controls, make your way back to the elevator to take you down to the Comstock House lobby. Before you activate the elevator, we can find another Voxophone inside it on the floor. Be sure to grab it before exiting the Chapter!

Chapter 36 – Operating Theater:


Achievement #40 – Big Game Hunter: Killed 100 enemies with the Founder Huntsman Carbine or Vox Burstgun.
This is the final Slay Achievement we need to earn, apart from Sky-Line kills. The next few Chapters are very action heavy & we should have all the kills we need in them for whatever Slay Achievements you are missing.


Achievement #41 – Higher Learning: Completed Comstock House.
Story Related. Jump through the Tear & disable the two Siphon generators. The Achievement will unlock after we rescue Elizabeth from these lab coat (Censored by Steam).

Voxophone #76 – Pavlov’s Bell: After saving Elizabeth, head back up the stairs over to where the doorways leading to the generator levers are. In between the two doorways, will be a Locked Door. Get Elizabeth to pick it with 3 Lockpicks & we will be in the observation room that Comstock was in. Do not confuse this door with the Locked Gate we will leave the Chapter through. We can find a Voxophone on a desk in this room beside an Infusion.

Infusion Upgrade #25: The final Infusion in the game can be found in the Locked observation room on this Chapter where the Voxophone is.

If you did not have the Columbia’s Finest DLC, this is where you will unlock the Infused With Greatness Achievement.

Chapter 37 – Hand of the Prophet:

Voxophone #77 – An Ultimatum: Exit the elevator into the Library & head outside. Fight your way down the first concourse over to the locked building with the Columbian banners paralleling the door at the end. To pick it, you will have to dispatch all the enemies in the area first. Once the enemies are clear, return to the building & use 3 Lockpicks to open the door. Head inside & enter the room off your left. We can find a Voxophone straight ahead of us on top of a stack of papers.

Telescope #11: Before boarding the blue Airship to chase after the Hand of the Prophet, look to the left where the ship is docked. The final Telescope will be at the railing here.


Achievement #42 – Sightseer: Used all 11 Telescopes & 26 Kinetoscopes in the game.
If you have been following along with the guide, you will unlock this Achievement after looking through this final Telescope.

Use the Airship to board the Hand of the Prophet now. Use this next three Chapters to focus on whatever Slay Achievements you have remaining.
Sequence 12: The Mirror of Sin
1. Chapter 38-41
2. Weapon Focus: Sky-Line Kills
3. Voxophones: 80/80
4. Achievements: 50/80
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Chapter 38 – Hangar Deck:


Achievement #43 – On the Fly: Killed 30 enemies while riding a Sky-Line.
Board the Hand of the Prophet & make your way over to the far end & clear the Sky-Line. Use the Sky-Line to cycle between the 1st & 2nd Decks getting the remaining kills you need. Reload the last Checkpoint to grind it out if you need to.

Voxophone #78 – What’s Done Is Done: Clear out the 2nd Deck of the Hand of the Prophet. Standing at the launch panel to clear the 2nd Deck Sky-Line, turn around & head down the stairs behind you. At the bottom of the stairs there will be a Locked Door with an Engineering sign beside it. Pick the door with 1 Lockpick, & we can see a headless Motorized Patriot at the back of the room. Enter the room to the behind the Patriot & we can find a Voxophone at the back of the next room beneath a chalk board on a table.

Chapter 39 – Engineering Deck:

Voxophone #79 – The Prophet Is Dying: Take the Sky-Lines up to the Top Deck now & enter the 3rd Deck Interior. Fight your way through the next room & take the next Sky-Line up to Comstock’s Cabin. Confront Comstock, then make your way up to the upper level of the room he is in with the stained-glass window. Before heading up the final set of stairs back towards the stained-glass, there should a door right in front of you. Head inside, & we can find a Voxophone on top of a bed.

If you went up the other set of stairs first, collect these Voxophones in reverse order.

Voxophone #80 – The Mirror of Sin: This Voxophone will be in the room opposite the room you are in now at the top of the other set of stairs leading to this landing. The final Voxophone can be found on top of Comstock’s office desk.


Achievement #44 – Eavesdropper: Collected all 80 Voxophones.
If you have been following along with the guide, you will unlock this Achievement after picking up the final Voxophone found on Chapter 39.

Chapter 40 – Command Deck:


Achievement #45 – The Bird or The Cage: Completed The Hand of the Prophet.
Story Related. Defend the Siphon on top of the Hand of the Prophet & send Songbird to destroy the statue of Monument Island.

Chapter 41 – Sea of Doors:


Achievement #46 – Tin Soldier: Completed the game on Easy Difficulty or above.
Story Related. Play the rest of the story to its amazing conclusion & complete Bioshock – Infinite to unlock the Achievement. This is hands down one of my favourite shooters of all time!


Achievement #47 – Saw the Elephant: Completed the game on Normal Difficulty or above.
Story Related. Complete Bioshock – Infinite to unlock the Achievement.


Achievement #48 – Stone Cold Pinkerton: Completed the game on Hard Difficulty or above.
Story Related. Complete Bioshock – Infinite to unlock the Achievement.


Achievement #49 – Auld Lang Style: Completed the game in 1999 Mode Difficulty.
Story Related. Play the rest of the story to its conclusion & complete Bioshock – Infinite to unlock the Achievement. Beating the game on 1999 Difficulty will unlock the Achievements associated with the other Difficulties as well.


Achievement #50 – Scavenger Hunt: Complete the game in 1999 Mode without purchasing anything from a Dollar Bill vending machine.
If you successfully fulfilled the obligations for this Achievement while playing on 1999 Difficulty, it will unlock with the other Achievements at the end of the game.

62% Complete
Sequence 13: Burial At Sea - Episode 1
1. Chapter 1-3
2. Turrets Destroyed: 0/10
3. Audio Diaries: 4/17
4. Achievements: 51/80
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DLC – Achievement Breakdown: (10)
Story Related: (3)
Collectibles: (1)
Plasmids: (2)
Slay: (3)
Miscellaneous: (1)


There are no Achievements associated with Difficulty for this DLC; I definitely recommend playing on Medium or lower. This DLC is actually a little challenging & having the enemies die faster will make unlocking a lot of the Achievements easier.

There are some specific enemy kill Achievements associated with the Old Man Winter Plasmid & the Range Finder Gun. We need at least $350 to unlock both Upgrades for one of these for an Achievement. If you can swing it, buying all 4 will make their Achievements even easier, but that is a lot of money to save. As well, we need to collect all 17 Audio Diaries & destroy all 10 Turrets in the DLC. Lockpicks are especially important for tracking down the Audio Diaries, so loot everywhere you possibly can to find them.

Chapter 1 – Dewitt Investigations:

There are no Achievements or Collectibles in this Chapter.

Chapter 2 – Market Street:

Audio Diary #1 – Doing Well By Doing Good: Walk through Rapture with Elizabeth until you can see a Big Daddy outside a window completing some repairs. On your right in this area will be an apartment building called 907. Enter the building & we can find an Audio Diary behind the front counter on a shelf underneath it.

Audio Diary #2 – Observation #33: Take the elevator up, head up the stairs on your left, then the second set up to the Maison Vosges clothing store. At the top of the stairs inside the store will be two dressing rooms. The first will have a desk in it, the second has the Audio Diary we are looking for on a table.

Audio Diary #3 – Offer of Employment: Head over to the other side of Market Street to where Cohen’s theater is. Instead of entering the theater however, make your way over to the Golden Rule jewelry store first. To the right of the store entrance is an open doorway we can enter. Inside on our right is a Maintenance room with a Locked Door & Keypad. The code for the door is 2076. An Audio Diary can be found in the back on a table.

Audio Diary #4 – The (Censored by Steam) People: Leave the Maintenance room & enter the area off our right inside here to enter The Watched Clock. Enter the restaurant & make your way into the kitchen. We can find the last Audio Diary in this Chapter past the ovens on a counter beside them.


Achievement #51 – Down In the Briney: Took a Bathysphere ride in Burial At Sea – Episode 1.
Story Related. After we go & see Sander Cohen, he will assist in locating Sally. The Achievement will unlock after he shocks us with the plot & sends us on our way…

Chapter 3 – Arrived At Fontaine’s Station:

There are no Achievements or Collectibles associated with this Chapter.
Sequence 14: Still Just A Biscuit
1. Chapter 4
2. Turrets Destroyed: 6/10
3. Audio Diaries: 12/17
4. Achievements: 55/80
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Chapter 4 – The Pavilion – First Floor:

Turret #1: Exit the elevator up to the next floor & head inside the area labelled Stairs to Floor 2. Pick the Locked Door & enter Menswear. From here, take the stairs up on your left & we can find a Turret inside the Dressing rooms area.

Refrain from using Possession on Turrets, we have to be the ones to kill them! If a Splicer kills it instead, it will not count towards the Achievement. Kills are cumulative however, so you can technically reload Checkpoints & re-kill the same Turrets.

We can find 1 Lockpick on a counter to the left of the Turret.

Audio Diary #5 – Left Behind: From the Turret, there is a red vent area across from us on this floor. Crawl into it, & we can find an Audio Diary inside a Hop Up Cola crate near a Splicer.

1 Lockpick can also be found across from the Audio Diary on a Circus of Values box.

Audio Diary #6 – The Old Bear: With the Lockpicks we found, return downstairs & pick the Locked Door to The Daily Bread with 1 Lockpick. Inside, we can find an Audio Diary underneath the bar counter off our right.

Turret #2: Head downstairs in The Daily Bread & we can find a Turret here being set up by three Splicers.

We can find 1 Lockpick in an open toolbox to the right of the Turret.

Carry on out of Menswear & we will have to use the Air-Grabber to reach a Freight Hook to progress. Before doing so, look to the counter with the flickering spotlight above it. 1 Lockpick can be found on here.

Turret #3: Use the Freight Hook & take the stairs up past Workman’s Wear. From here, head inside Haberdashery off our right. We can find a Turret around the corner from the front counter.

Audio Diary #7 – Critics: Dispatch the Turret in Haberdashery, then look inside the third dressing room from your right. The Audio Diary will be on floor in front of a chair inside.

Turret #4: Cycle the Airlock in the Home Delivery Elevator & we will enter the Pavilion – Second Floor. Follow this floor along & head inside Ladieswear at the opposite end from where we entered. Inside, head up the stairs on our left & we can find a Turret at the end of the hall around the corner.

From the Turret, enter the side room to your right & we can find 1 Lockpick on top of the Checkout counter.

Turret #5: Take the stairs up to the top floor in Ladieswear now & enter the Shoes Department. At the back will be a Locked Door with a Keypad. We can find a body with 1 Lockpick beside it in front of this door. Now, use the code 0928 on the Keypad to open the door. The Turret will be inside & around the corner to the left.

Another 1 Lockpick can be found on the same counter as the Quick-Handed Gear as well.

Audio Diary #8 – Insufficient Postage: Still in the Shoe Department, carry on through this locked area into the next room. We can find an Audio Diary on top of a desk in the center of the room.

Audio Diary #9 – Message In A Bottle: Head back down to the first floor of Ladieswear. Before we exit, head into the Jewelry Department first. In the back left corner of the Department will be a Locked Door. Pick the Locked Door with 3 Lockpicks, & we can find an Audio Diary straight ahead on a desk.

From this desk, turn around & look to your left. We can find 1 Lockpick on a counter beside a Ring.

Audio Diary #10 – False Advertising: Return back to The Pavilion – Second Floor & use the Sky-Line to get up to the Third Floor. Enter Fontaine Plasmids & defeat the Splicers inside. On the lower floor, we can find a Safe that needs 3 Lockpicks to open. We will find an Audio Diary inside it along with an Infusion.

Audio Diary #11 – A Gift From Fontaine: Collect the Shock Jockey & leave Fontaine’s Plasmids. Now, we head into Jack Frost’s Village. Go up the stairs inside & use Shock Jockey to unlock the souvenir shop. We can find the Audio Diary on a tipped over desk in front of us.

Cycle the Airlock & make your way over to the Skate Rental shop. We can find 1 Lockpick in the back room to the left of the Huntsman Carbine.


Achievement #52 – Snowball Effect: Froze 2 enemies with the same Old Man Winter Trap.
This is pretty easy to accomplish. After collecting Old Man Winter, we will be attacked by a large group of Splicers off our right when we leave Jack Frost’s Village. As soon as you spot them, launch an Old Man Winter Trap in front of the group & it should freeze at least 2 or more of them.


Achievement #53 – Fully Equipped: Purchased any two Upgrades for Old Man Winter or Radar Range in Burial At Sea – Episode 1.
If you have the money for it, this is as good a time as any to purchase our two Upgrades. To max out Old Man Winter you will need $350. You can buy Plasmid Upgrades at a Gene Bank. One can be found on The Pavilion – Third Floor.

Alternatively, maxing out the Range Finder will also cost us $350. Its Upgrades can be purchased at Ammo Banditos. One can be found inside Pret-A-Porter.
We are now free to spend our money however we like.


Achievement #54 – Break the Ice: Shattered 5 enemies who had been frozen with Old Man Winter.
Now that we have Old Man Winter, make your way all the way back to The Pavilion – First Floor. Along the way, use your Old Man Winter Plasmid to freeze 5 enemies we can across. When they are frozen, melee them with the Air-Grabber to shatter them. Be sure to stock up on Eve at the Circus of Values.

Turret #6: On the First Floor, carry on left past the water bridge To the Tram & enter Pret-A-Porter instead. Use Old Man Winter to create an ice bridge across & we can find a Turret in the alcove ahead of us.

Audio Diary #12 – Ghost In The Machine: Head to the very back of Pret-A-Porter & there will be two dressing rooms. One contains an Infusion & the other has an Audio Diary & a Shotgun.


Achievement #55 – Going Places: Rode the tram in Burial At Sea – Episode 1.
Story Related. Make an ice bridge over to Pavilion Station & take the Bathysphere to Housewares to unlock the Achievement.
Sequence 15: Constants & Variables
1. Chapter 5
2. Turrets Destroyed: 10/10
3. Audio Diaries: 17/17
4. Achievements: 60/80
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Chapter 5 – Housewares:

Audio Diary #13 – Oven of the Future: Exit the Bathysphere & head up the stairs. On our left will be two exhibits. We can find 1 Lockpick on the white lit White Oats display at the chained mans foot. The rest of the Lockpicks can be collected off of Frosty Splicers, but they are not needed for anymore Collectibles or progression aside from this one last Lockpick.

Now, let’s make our way into Electronics. Head down the stairs & we can find an Audio Diary inside a smashed elevator.

Audio Diary #14 – The Kiss: On the upper left side of Electronics will be the Bistro. Head inside & make your way downstairs. We can find the Audio Diary on the front counter beside the cash register here.

We can collect the Radar Range down here as well. The code for the Keypad is 3958. If you can afford it, purchase the Accelerator Mod Weapon Upgrade at an Ammo Bandito to increase its damage. It will make getting the two Slay Achievements for it a lot easier.

Audio Diary #15 – Observation #17: Cycle the Airlock to Appliances & enter the next area. Dead ahead of us will be a Customer Service kiosk. We can find an Audio Diary in the back room on a desk to the left of a Little Sister Vent.

There is a Safe that can be opened with 3 Lockpicks here as well, there is no Audio Diaries inside it.


Achievement #56 – Cook & Serve: Made 5 enemies explode with the Radar Range in Burial At Sea – Episode 1.
To make Splicers explode, you need to radiate them full of juice with the Radar Range. Just keep on radiating them until they explode, this eats through your ammo unfortunately. Be sure to stock up on Radar Range ammo often. Fortunately, it only cost $8 at the Ammo Bandito or Circus of Values for 300 charges.

Turret #7: Go to the right of the Customer Service desk towards the Toys area; we can find a Turret hidden behind a large teddy bear model.

Audio Diary #16 – A Little Help: From this last Turret, enter the doorway off our right into the Bridal shop. We will need 1 Lockpick to get it open.

Inside the store, we can find an Audio Diary behind the front counter on a shelf underneath it.

Turret #8: Now go to the left of the Customer Service desk, & there will be a Bookstore. Head inside & go up to the second floor. We can find a Turret to the left of a Little Sister Vent we need to close up here.


Achievement #57 – Chain Reaction: Damaged 15 foes with an exploding enemy, using the Radar Range in Burial At Sea – Episode 1.
This Achievement may or may not come naturally for you. If you explode a Splicer with enemies near it, it will damage & most likely kill them. This of course only works if there are multiple Splicers around. If you need more kills after collecting the following Audio Diary, simply jog around between all the main rooms in this Chapter & more Splicers will spawn. It is not missable & you should not have to reload Checkpoints to obtain it.

Turret #9: Exit through the lower doors of the Bookstore into the next area. Get Elizabeth to unlock the Showroom door with a Hairpin & you will enter Appliances. Fight off the Splicers & open the door at the back with Elizabeth’s help.

After Elizabeth opens the door, turn left & head down the stairs below a water bridge. We can find a Rocket Turret at the bottom of the stairs.

Audio Diary #17 – Observation #22: Head back up the stairs & use Old Man Winter to make an ice bridge to the other side. Across the bridge, enter the room off your right & we can find the final Audio Diary on a desk inside.


Achievement #58 – Audio Enthusiast: Collected all 17 Audio Diaries in Burial At Sea – Episode 1.
If you have been following along with the guide, you will unlock this Achievement after collecting the final Audio Diary in Chapter 5.

Turret #10: After collecting this Audio Diary, return back to the Customer Services kiosk near the beginning of the Chapter. When we leave the Bookstore, we can find a final Turret being set up near the entrance to the Bridal shop by a host of Splicers.


Achievement #59 – Confirmed Luddite: Destroyed 10 Turrets in Burial At Sea – Episode 1.
There are actually 11 Turrets found on this DLC, I must have missed one. Either way, if you found the other Turrets included in the guide then the Achievement should unlock after destroying this final one. Unfortunately, Possessed Turrets killed by Splicers as well as Turrets killed by exploding Splicers from the Radar Range will not count towards the Achievement.

If you made it through the DLC & still have not unlocked the Achievement, do not fret. Beat this DLC, then just load up Chapter 4 & quickly run through it killing some Turrets over again. Re-killing Turrets killed previously still counts towards the Achievement; it is cumulative across all Saves.


Achievement #60 – Burial At Sea: Completed Burial At Sea – Episode 1.
Story Related. Before you turn up the Thermostat & initiate the end section of the DLC be sure you have unlocked all Achievements first (barring the Confirmed Luddite Achievement). Use the infinitely spawning Splicers throughout the Chapter to our advantage to mop up your Slay Achievements before we finish the DLC.

When you are ready, turn up the heat & battle the boss. Get ready for Shutter Island 2.0; & just when you thought they couldn’t do it to us twice. The Achievement will end shortly after our minds our blown…

75% Complete
Sequence 16: Burial At Sea - Episode 2
1. Chapter 1-2
2. Audio Diaries: 12/16
3. Voxophones: 0/9
4. Achievements: 64/80
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DLC – Achievement Breakdown: (10)
Story Related: (4)
Collectibles: (2)
Plasmids: (2)
Slay: (2)


To unlock all Achievements in one playthrough for this DLC, we need to play it on 1998 Difficulty. All our lethal Weapons are removed from us & we can only knock people out. This is not actually too difficult & all the Plasmid & Slay Achievements are tied to non-lethal activities anyways.

Chapter 1 – La Poche Du Temps Café:

There are no Achievements or Collectibles on this Chapter.

Chapter 2 – Toy Department:

Audio Diary #1 – Laissez-Faire: Once the DLC starts rolling, take the service elevator out of the Toy Department down to Ryan the Lion Academy. Exit the Academy & head into Cupid’s Arrow off our left. In the back left corner of the store, we can find our first Audio Diary on a counter to the left of the Locked Employees Only room.

Audio Diary #2 – The Blue Dress: Pick the Locked Door to the Employees Only room & we can find another Audio Diary near back beside a mannequin wearing Lady Comstock’s old dress.

Before leaving this area, be sure to pick up the Peeping Tom Plasmid. We need to knock out 15 Splicers with the Air-Grabber while we are invisible.

Note 1: Lift the door to the Elevator & take it up to the next level. Head into Bathysphere Deluxe & walk down the stairs on this first bottom floor. Follow the rotating display in the center left around the room & we can see an unmarked set of doors leading to Information off our left. Enter Information & we can find a Note on the back table next to a Safe.

We need to locate 3 more Notes to unlock a secret stash later on in the DLC that contains an Audio Diary.

Note 2: Exit Information & head across this lower level over to a room with a banner reading “Medicine From Your Pal Atlas” above it. Enter this area & go into the room off your immediate left; we can find another Note on the desk inside.


Achievement #61 – Dead Drop: On three occasions, knocked out an enemy after silently dropping off a Freight Hook.
This will probably come naturally as you play through the DLC. Whenever you see a Splicer near a Freight Hook, leap onto it then drop behind the Splicer while pressing the Crouch button before you land. When you’re behind them, knock them out within four or so seconds after landing to count towards the Achievement.

Audio Diary #3 – Pennies on the Dollar: Go up to the top floor of Bathysphere Deluxe & enter the Silverfin through a vent in the Maintenance room. Disable the Turret inside to collect another Noisemaker, we only to grab three more now for the Making Some Noise Achievement.
Cycle the Airlock & enter the main restaurant area with the Lutece Device. Go through the doors into the kitchen & we can find an Audio Diary on a desk near a Locked Door.

Audio Diary #4 – Imprinting Roadblocks: Go upstairs now in the Silverfin & we can find an Audio Diary in the left corner on a table under a drawing board.

Audio Diary #5 – The Atlas Guy: Go back to Bathysphere Deluxe & enter Test-Drive. Inside, go through the Employees Only door to our right & get behind the front kiosk. An Audio Diary will be on a desk in the back.

Audio Diary #6 – Old Man Winter Giveaway: Since we went to the Silverfin first, we can now gain access into Atlas’s liar down the stairs in Test-Drive. Go down the next stairs & turn left underneath the floor we came down from. We can find an Audio Diary on a desk in the corner here.

Audio Diary #7 – For All Occasions: In the center of this room, we can find another Audio Diary on the round war table here in front of a map of all the locations in Bioshock 1.

Audio Diary #8 – Prison Intel. Dispatch #8: Before grabbing the Old Man Winter Plasmid, enter the Employees room off your left & we can find an Audio Diary in the hands of a “Company Man” …

Note 3: From the last Audio Diary, keep following these rooms around to the right & we can find a Note on a lit desk in a small alcove.

Audio Diary #9 – Hooligans: Leave Test-Drive & make your way across the room to the Service Bay now. Take the elevator down & go past the two retro Bathyspheres. In the room with the Stingray, head down to the ground floor. On the left side of the lower floor will be a locker room; we can find an Audio Diary inside one of the sinks against the back wall.

Audio Diary #10 – Building the Impossible!: Leave the locker room & carry around the lower floor to the left. There will be a Locked Door we need to pick requiring 3 Lockpicks. In this room, there will be an Audio Diary directly ahead of us on a shelf.


Achievement #62 – Making Some Noise: Gained 5 Noisemakers through Lockpicking.
For some Lockpicking mini-games, we will be able to collect Noisemakers by pressing the prompt while the needle is hovering over the Blue Cylinders. There are definitely more than 5 opportunities to unlock this, it will just take Lockpicks. Turrets are an easy thing to collect Noisemakers from.

Note 4: Carry on from the Audio Diary in this room & enter the side room before the doorway to the stairs leading up. We can find the final Note in this small room on a desk.


Achievement #63 – Never Saw It Coming: While invisible, used Peeping Tom to knock out 15 enemies with a melee attack.
If you are playing on 1998 Difficulty, this Achievement will come naturally as you play. Refrain from using your Crossbow & instead focus on stealthily dispatching Splicers with Peeping Tom.

Audio Diary #11 – So Long, Suckers!: In the center of the Service Bay will be three Bathyspheres, one being the Stingray. Use a Freight Hook to jump onto the platform across from the entrance to the Stingray. We can find an Audio Diary on the seat inside this blue Bathysphere here.


Achievement #64 – Twofer: Knocked out 2 or more enemies using the same Gas Bolt.
Take the elevator back out of the Service Bay & we will be able to pick up Gas Bolts right after exiting the elevator. From here, sneak around the front desk & there will be a group of three Splicers next to each other. Just shoot a Gas Dart at one of the three & they should all be knocked out unlocking the Achievement.

Audio Diary #12 – C'est La Vie: Leave the Service Bay & head upstairs over to the Manta Ray Lounge now. Inside, go up the long set of stairs to the main area. An Audio Diary can be found just to the left of the bar in front of us beside a corpse.
Sequence 17: Ace In the Hole
1. Chapter 2.5-6
2. Audio Diaries: 16/16
3. Voxophones: 9/9
4. Achievements: 70/80
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Chapter 2.5 – Toy Department:

Audio Diary #13 – Atlas Provides: Make your way downstairs in the main area of the Lounge now. Across from the stairs we came down from, through the flooded section, will be a Locked Door. Pick it with 2 Lockpicks & we can find an Audio Diary directly in front of us on a dish rack.

Audio Diary #14 – You Stupid Bastard: Leave this room & head up the stairs at the back of this main area. Follow this top floor along past the Turret inside the private room, & we will come to a dead end with 3 Wine Bottles.

At the Wine Bottles, if you found all 4 Notes, turn them so that the labels face back towards you which will open up Fontaine’s Costume room. We can find an Audio Diary on a desk inside it.


Achievement #65 – Up & Running: Repaired the machine in Suchong’s Lab in Burial At Sea – Episode 2.
Story Related. Return to the Silverfin now & repair the Lutece Device after you have collected the three components. Enter the Tear to complete the Chapter & unlock the Achievement.

Chapter 3 – Columbia:

Voxophone #1 – The Quality of Mercy: When we arrive in Columbia, collect the Quantum Particle & enter into the main room of the First Lady. We can find the Ironside Vigor on a table off our left.

Enter a Vent which leads past Fink’s Office & exit the Vent outside. There will be a sliding glass door just to the right of the Vent exit. Head through it, then enter the room off your left. We can find a Voxophone on a worktable inside.

Voxophone #2 – Sacrifices: Jump onto the Sky-Lines & ride them up to a large blue Airship off your left. Dismount onto the wing, then head inside the Airship. A Voxophone can be found on a crate at the back of the ship near some large paintings.

This must be grabbed now as the airship will leave as we progress further into Columbia!

Voxophone #3 – Stay the Hand: Return to the area below & head through the large double doors leading into the Office of Jeremiah Fink. The next Voxophone will be directly ahead of us on one of the desks inside.

Voxophone #4 – The Lazarus Project: Go through the doors to the left of here & enter the Private Quarters of Jeremiah Fink. Enter into the Sleep Room & we can find a Voxophone on the ground in front of the fireplace.

Voxophone #5 – No Profit for the Prophets: Collect the Clock Key & return to the previous room. Use the Clock Key & open up the Leisure Room now. We can find a Voxophone on a small table in the center of the room.

Voxophone #6 – Necessary Precautions: Take the elevator down to Fink’s Laboratory & make your way into the room with the solid gold Fink statue. Follow the walkway along to your right & enter the first room you come across. We can find a Voxophone in front of a chalkboard with failed Vigor pitches.

Voxophone #7 – The Greater Good: Head down to the ground floor of this area now & enter the room to the right of the statue’s front. We can find a Voxophone in the center of this room on a counter beside some ADAM Slugs.

Voxophone #8 – Childish Fears: Make your way up to the second floor of this area & we can find the Surgical Suite – Handyman ward directly above where we were. Head inside & make your way to the Parts Inventory room through the Patient Ward. Do not enter the Vent in the Patient Ward yet.

In Parts Inventory, take a right & we can find a Voxophone on a desk in the center of the room.

Voxophone #9 – Table Scraps: Escape through the Vent in the Patient Ward & drop into the new area. Exit outside onto the Vox Airship, then use a Freight Hook to get into Observation & Engineering. Collect the Hair Sample further on & open up the security gates with the lever. Make your way back up to the room where we got on that Vox Airship with the Automaton in it. To the left of where the Automaton was facing, the security gate will now be open. Head inside the room & we can find a Voxophone on a desk facing a glass observation window.


Achievement #66 – Mein Hair: Delivered the Hair Sample in Burial At Sea – Episode 2.
Story Related. After collecting the Hair Sample, return to the First Lady & Suchong will let you through the Tear unlocking the Achievement.

Chapter 4 – Return to Rapture:


Achievement #67 – Glutton For Punishment: Used Ironsides to collect 20 rounds of ammo or more in Burial At Sea – Episode 2.
When the Chapter begins, stock up on Eve & equip the Ironside Vigor. We will get a Checkpoint, & Ryan’s men will enter the room after 60 seconds. Simply burn through your Eve absorbing bullets from the enemies with Ironside, restocking if possible, & reload the Checkpoint until it unlocks. Empty all of your Darts before attempting! We need to collect ammo, not just health, using Ironsides or it will not count towards the Achievements! While you wait for the enemies to enter, familiarize yourself with all the Eve locations in the room, there are 3 plus a Pack of Cigarettes.
This process is a bit tedious, but you will probably not unlock the Achievement naturally playing through the DLC.

This may take 2-3 Checkpoint reloads. Using a Tranquilizer Dart on the Houdini at the start will make two Leadhead Splicers come up next. Two enemies are better than one in this situation. The Achievement will unlock after you have collected 20 Darts with Ironsides.

Take out Ryan’s men in Suchong’s lab & make your way to Fontaine’s Office. Head to the Manta Ray Lounge & up to the area we found Fontaine’s Costume room on that upper floor. The private elevator will now be available here, hop inside & take it up to Fontaine’s Office. Use the Quantum Particle to raise the roof of Fontaine’s Department Store.

Chapter 5 – The Room:

There are no Achievements or Collectibles in this Chapter.

Chapter 6 – Entering Suchong's Free Clinic:

Audio Diary #15 – Product Recall: After we meet with Atlas, we will be dropped off somewhere in the Artemis Suites. Go past the Rapture Tribune stand into Suchong’s Lab. As soon as you enter the lab, you will see two Big Daddy suits hanging from the ceiling. From where you entered the lab, look to your right. We can find an Audio Diary inside one of the open lockers here.

Audio Diary #16 – Mind Control Test: Help fix the Big Daddy & move him out of the way so you can continue on. When we enter the hall on the right, we can see a door leading into Cognitive Conversion at the end ahead of us on the right as well. Head inside & we can find the final Audio Diary on the desk.


Achievement #68 – The Whole Story: Collected all 16 Audio Diaries & 9 Voxophones in Burial At Sea – Episode 2.
If you have been following along with the guide, this Achievement should unlock after collecting the final Audio Diary.


Achievement #69 – Paid In Full: Completed Burial At Sea – Episode 2.
Story Related. Give the Ace in the Hole to Atlas & complete the DLC.

Insert Bioshock 1: Remastered*


Achievement #70 – Taffer’s Delight: Completed Burial At Sea – Episode 2 in 1998 Mode.
Story Related. If you were playing on 1998 Difficulty, this Achievement will unlock as well after completing the game.

87% Complete
Sequence 18: Clash In the Clouds
1. Arena: The OPS Zeal, Duke & Dimwit Theater, Raven’s Dome
2. Blue Ribbon Challenges: 0/60
3. Weapon Kills: 14/14
4. Vigor Combos: 8/8
5. Vigor Kills: 7/7
6. Achievements: 77/80
-----------------------------------------------------------------------------------------------------

DLC – Achievement Breakdown: (10)
Arenas: (5)
Collectibles: (1)
Vigors: (2)
Slay: (2)


There is no other way to put this, this DLC is a grind & not all together fun. There are 4 Arenas with 15 Waves per Arena. Each Wave has an associated Blue Ribbon Challenge attached to it making 60 Challenges we have to complete. Note that if you die without a Revive, choose “Forfeit Ranking & Continue”! By doing this, we can keep any Blue Ribbon Challenges we have completed in the current Arena & carry on from the same Wave. We do not need a Leaderboard Ranking for any Achievements.

These Challenges are very tedious. Complete which Challenges you can during the initial run through of the DLC, then focus specifically on unlocking certain Challenges afterwards. This is going to require many, many, runs. Oh joy.

To start this off, beat all 4 Arenas & focus on purchasing all Weapon & Vigor Upgrades. Save the Gallery Items for last. Any Weapon or Vigor Upgrades purchased in the Arenas stay unlocked! Focus on trying to unlock all of these Upgrades above everything else. It will make our lives so much easier! Infusions & Gears collected stay collected as well. I recommend putting your Infusions into Shields first, then Salts, with Health being last. We only get 25 Infusions to use.

The OPS Zeal:


Achievement #71 – Friendly Skies: Defeated all 15 Waves in The OPS Zeal.
This most likely will be the first Achievement of this DLC you unlock. Use this first Arena to get all 14 Weapon kills out of the way. We can arm up with every Weapon except for the Crank Gun from the Armory. You will need to kill a Motorized Patriot to collect that Weapon. If you die, be sure to choose the “Forfeit Ranking & Continue” option so that you can keep your progress.

Unlock the three other Arenas for $1700 to get that out of the way as well.

Duke & Dimwit Theater:


Achievement #72 – Sergeant-At-Arms: In CitC, got a kill with all 14 Weapons & all 7 Vigors (not including Bucking Bronco).
This is definitely the easiest Achievement out of the lot. The hardest part is making sure that you have actually killed an enemy using the Vigor. Murder of Crows & Shock Jockey are really bad for this. For Charge, make sure the Charge strike is what kills them & not the fall.

For a complete list of Weapons & Vigors, check out my Achievement Checklist back in the Introduction.


Achievement #73 – Duke Or Dimwit?: Defeated all 15 Waves in Duke Or Dimwit Theater.
I found this Arena a lot easier than the previous one. Continue to focus on getting those Weapon & Vigor kills as well as chipping away at the Vigor Combos. On Wave 15, you have to destroy the engine of the large Vox Zeppelin then jump out of it back to Columbia or open air to finish the Wave.

Raven's Dome:


Achievement #74 – The Ol’ One-Two: In Citc, used all 8 different Vigor Combos to deliver the killing blow on an enemy.

Vigor Combos:
1. Bucking Bronco + Charge
2. Bucking Bronco + Devil’s Kiss
3. Devil’s Kiss + Charge
4. Murder of Crows + Devil’s Kiss
5. Murder of Crows + Shock Jockey
6. Shock Jockey + Undertow
7. Possession + Devil’s Kiss
8. Possession + Shock Jockey

One or the other Vigor involved in the Combo must kill the enemy. For the Undertow or Charge related Combos, dying by fall damage will not count, the enemy must die by a Vigor effect. It is very hard knowing which Combos actually killed an enemy or not. Keep cycling through the list getting multiple kills with them if you have to.

For the two Combos involving Possession, you must Possess an enemy then have that enemy kill a different one while they are on fire or being electrocuted. Those are definitely the trickiest to get. Flack Cannon enemies are the best for this since they have high health & deal a lot of damage. Possess one, then light them on fire or electrocute them, then they will hopefully be able to kill the other enemy before dying themselves.


Achievement #75 – Rope-A-Dope: In Citc, knocked an enemy off the city with Undertow, then rescued him, then knocked him off again.
This Achievement isn’t as ridiculous as it sounds. The enemy only has to change elevation, not necessarily got knocked into open air off Columbia itself. So, if you knock an enemy off a platform to a lower platform, or lower down on a tilted roof, that counts. The trick is, is that they must die from this which is why simply throwing them off Columbia at the end can be the easiest method. Knock them lower down, pull them back up to you, then push them back down again. If the final throw knocked them far enough down, they should die.

I ended up doing this on the roof of a small building in Raven's Dome, pushing/pulling a Soldier around on its tilted roof before throwing them down to the ground below me.

To get a better idea of what to do, here is a video created by GameInfirmary. They did this back in The OPS Zeal, but the principle is the same no matter where you are.
https://youtu.be/w3tNaAYLRV8


Achievement #76 – Missile Defense System: In CitC, killed an enemy with splash damage by shooting a rocket out of the air.
This Achievement is a real pain in the (Censored by Steam). It can be done on any Wave that has RPG Soldiers in it. This is easiest done with a Weapon that can shoot relatively fast & can zoom, like the Founder Huntsman Carbine or a Machine Gun. Eliminate every enemy except one RPG Soldier, then align yourself a decent distance away so that you can dodge the rockets in case you mess up. You want to line your reticule up with the barrel of his RPG, ideally when you shoot you do not want to damage the Soldier & kill him accidentally this way. If you line it up right, you can shoot at the rockets in a hail of bullets without killing the Soldier. Whittling his health down a bit will help so that the blast will kill him.

You can alternatively kill a different enemy standing next to the RPG Soldier, he does not specifically have to be the one to die. I find it is just easiest if he is, then you are only juggling one enemy instead of two. This takes a lot of trial & error. Keep this & Rope-A-Dope in mind as we play through the Arenas; we will have PLENTY of time to get this on the fly when we are grinding those Blue Ribbons… I would not grind for this Achievement unless it is the last thing you need; you may unlock it accidentally as we play.


Achievement #77 – Rooftop Ruffian: Defeated all 15 Waves in Raven’s Dome.
This is a pretty straight forward Arena; again, I felt that The OPS Zeal was still more difficult than this one. Though I am sure upgrading my Weapons & Vigors definitely has something to do with that. Only one more Arena left!
Sequence 19: The OPS Zeal - Part I
1. Arena: Emporia Arcade, The OPS Zeal
2. Blue Ribbon Challenges: 6/60
3. Gallery Items: 0/35
4. Achievements: 78/80
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Emporia Arcade:


Achievement #78 – Hand of the Prophet: Defeated all 15 Waves in Emporia Arcade.
This Arena can be tricky at times as it incorporates all the challenging enemy combinations from the other Arenas.

By the end of all 4 Arenas I had every Upgrade purchased for my Vigors & Weapons except for the Vox Hail Fire, Vox Heater, & Founder Volley Gun… because they suck.

In all the Waves, I was able to complete 5/60 Blue Ribbon Challenges without paying attention to them, so that was nice… only 55 left.

Now for the absolute worst part of Bioshock – Infinite, grinding out these tedious Blue Ribbon Challenges. Ideally, you were able to buy the majority if not all of the Vigor & Weapon Upgrades. This is going to make our struggles infinitely easier. With all 4 Arenas previously beaten, we now have access to every Gear as well which will be very useful.

Once you have purchased all the Upgrades you want, we can begin chipping away at all the Gallery Items. Chances are, we are going to run out of things to buy & be swimming in Silver Eagles by the end of this DLC… You will probably max out your wallet 20 times over.

My favourite Weapons to use are fully upgraded Carbines & Hand Cannons. For Gears I like Hat – Rising Bloodlust, Chest – Bullet Boon, Pants – Head Master, & Boots – Death From Above. Be warned that if some of your Gears deal damage that it may void certain Blue Ribbon Challenges. Be mindful of the Challenge you are about to do & the Gears you have equipped.

If you fail a Challenge, do not hit restart Checkpoint! Checkpoints are made back in the Columbia Archaeological Society Lobby & will undo any Blue Ribbons you have unlocked! Just carry on & complete the Wave with “Forfeit Ranking”. You will fail the current Waves Ribbon, but you will still be able to keep the Ribbons you have collected previously. If you purchase a Revive, this will not fail your Challenge when you die. If you have the spare Silver Eagles, always have a Revive purchased as a second life/attempt for the Blue Ribbon. When you use your Revive in game, you can turn around from where you exited & purchased another Revive on the spot! Be warned, we can only purchase a maximum of 4 Revives per Arena run!

When you are specifically hunting for certain Blue Ribbons, play up to that Wave, & if you fail & have not collected any other Ribbons you needed prior that is when you can reload the Checkpoint. There is no sense playing through the entire Arena if you do not have to.

The OPS Zeal:

Wave #1 – Soldiers (5): Defeat the Wave using Sky-Line Strikes only.
This Ribbon is not too difficult. Just glide around on the Sky-Lines & pick off the Soldiers one by one with Sky-Line Strikes.

Wave #2 – Soldiers (6): Defeat the Wave while only taking Shield damage.
Choose a far ranged & a close ranged Weapon for this. Hideout where we spawn & pick off the enemies from a distance. Watch for those who Sky-Line up to you & dispatch them quickly. Do not let them break your Shields.

Wave #3 – Soldiers (5): Defeat the Wave using only the Sky-Hook attacks & Shotgun.
Once again, we will focus on using our Sky-Line Strikes, this time however we are able to supplement our kills using the Shotgun. It’s honestly easiest running around the map gunning them all down with the Shotgun if it is fully upgraded…

Wave #4 – Soldiers & Volley Gunners (6): Defeat the Wave using only Machine Guns or the Crank Gun.
We can use the Machine Gun or Vox Repeater; the Crank Gun can be pulled in through a Tear. The Volley Gunners are our biggest threat. The Soldiers can be mowed down easily enough with Machine Guns, but the Volley Gunners can pose a threat. They do not wear helmets on this Wave, so try taking them out with Headshots if you can aim it. This is where all those Weapon Upgrades really start paying off…

Wave #5 – Handyman (1): Defeat the Wave using only the Pistol & Hand Cannon.
Equip both the Pistol & the Hand Cannon. Since it is only one Handyman, bait him up & down off the Sky-Line so he tries electrifying it. When he does, just unload bullets into his heart. Rinse & repeat until he is down.

Wave #6 – Soldiers & RPG Soldiers (6): Defeat the Wave without picking up Weapons or looting corpses.
This Wave is very easy, though it is sad we cannot loot the Silver Eagles from the corpses. Be sure you pick Weapons with a good ammo supply though. We can also use Vigors, so go wild! Be mindful of the RPG Soldier, be very cheap when taking him out like stun locking him with Shock Jockey or blasting him off the map with Undertow.
Sequence 20: The OPS Zeal - Part II
1. Arena: The OPS Zeal
2. Blue Ribbon Challenges: 15/60
3. Gallery Items: 35/35
4. Achievements: 79/80
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The OPS Zeal:

Wave #7 – Soldiers, Snipers, & Zealots (6): Defeat all enemies using only zoomable Weapons while they are zoomed.
Theoretically, any Weapon can zoom but it is better to use Weapons you are comfortable with shooting down the sights of. The Carbine, Hand Cannon, or Sniper Rifle are good choices for this. Try using the Sniper Rifle & killing the Zealot as soon as the Wave begins if you can manage it.

Wave #8 – Zealots & Volley Gunners (4): Defeat all enemies using only Tears, Possession Traps, & Return to Sender Traps.
The best way to do this is cycling between the Tesla Coil & the two Automaton Tears. You can use Return to Sender to catch shells or bullets, but you cannot kill anyone with them! I am unsure why but using the Return to Sender Traps is not actually allowed. Unless I am using them wrong…

Wave #9 – Soldiers & Handyman (6): Defeat all enemies without ever hitting anyone in the head or the heart.
This is pretty open ended. I would abuse using Vigors to dispatch the Soldiers & use Devil’s Kiss plus the RPG to kill the Handyman with back shots. Ironically, you need to focus your aim to not hit the vital points. This Ribbon is hard for the wrong reasons. The Sky-Hook can also be handy for taking out the Soldiers as well.

Wave #10 – Soldiers & Siren (5): Defeat the Siren before she performs a resurrection.
You need to go berserk on the Siren at the beginning of the Wave. The Siren will be going to a pile of bodies directly underneath where you spawn. Drop down & intercept her. Spamming Devil’s Kiss & using guns like the Hand Cannon, RPG, Volley Gun, or Carbine are good. Use fully upgraded Weapons & Vigors of course. As soon as you run out of ammo for one gun, switch to the other one. Waste no time.

Wave #11 – Soldiers (4): Defeat the Wave without using Sky-Lines or Hook-points.
The Wave just says Soldiers, but there is actually a Motorized Patriot & Fireman here as well. Stun lock the Patriot & Fireman with Shock Jockey & kill them quickly. Prioritize the Patriot first since we can shoot him in the back for extra damage. You will need to be mobile & get into cover on foot. Do not let yourself get cornered by the Fireman.

Wave #12 – Zealots & Firemen (4): Defeat the wave within 1:15.
My favourite combo of the Carbine & Hand Cannon work best for this one. Stun lock the enemies with Shock Jockey & keep shooting them all in the head until they drop. Just using Undertow & blasting them off the map also works well too; there are only 4 enemies that we have to fuss over.

Wave #13 – Firemen & Handyman (3): Defeat the Wave using only Weapons fired from a Sky-Line or Sky-Line Strikes.
Focus on the Firemen first, riding around on the Sky-Line & dropping off whenever the Handyman electrifies it before jumping back on the Line. After the Firemen are dead, it is just back to business with the Handyman dropping on & off the Line when necessary. Remember, fire not a single shot while you are off the Sky-Line! Vigors are off the table as well. All Weapons must be fired off the Sky-Line!

Wave #14 – Soldiers & Zealots (5): Defeat the Wave using only Shock Jockey & Headshots.
Sniper Rifles, Carbines, or Hand Cannons work best for this Ribbon. Whenever you approach an enemy or they approach you, stun them with Shock Jockey & point blank Headshot them. If you have a Sniper Rifle, you can open with it at the beginning of the Wave. Be careful though, if you miss & hit them anywhere else you will fail the Ribbon.

I actually had to replay this entire Arena 3 times for this one Ribbon… Go slow & be patient. Try having your targeting reticle barely touching above their head. It is better to be off & completely miss, than being off & hitting a different part of their body.

Wave #15 – Patriot & Handyman (3): Defeat each enemy with a different Vigor type (until you have used all Vigor types).
Whittle down the Handymen with Weapons then finish one off with Devil’s Kiss, Shock Jockey, Charge, or Murder of Crows. You can also Possess the Patriot & get him to kill one of the Handymen as well. Using Return to Sender against the Patriot is also a good strategy. Basically, the finishing blow to each of these enemies needs to be from a different Vigor type. It cannot be the same Vigor. This is a very difficult Wave.

In all, this took me 4 runs throughs of the Arena to get all 15 Blue Ribbons (not counting my first run in Sequence 16).


Achievement #79 – Museum Curator: In CitC, unlocked all 35 Gallery Items.
There are 35 Items we have to purchase for this Achievement. We will need to save $24,400 Silver Eagles, which sounds like a lot… until you realize how many times we have to play through these Arenas. After my initial run through the 4 Arenas & getting all 15 Blue Ribbons on The OPS Zeal, I had enough Silver Eagles for every single Vigor & Weapon Upgrade as well as enough for the Gallery Items.

The Items we need to purchase are:
1 Kinetoscope for $100
5 Kinetoscopes for $2000
4 Phonographs for $1000
12 Concept Arts for $250
6 Models for $300
4 Models for $500
2 Models for $1000
1 Center Model for $1500

The Achievement will unlock after you purchase the final Item.
What do we do with all these Silver Eagles now Cynic, you ask? Nothing. Absolutely nothing. I mean, you can buy a 4 Revives every Arena run if you want? Might as well… Can I buy Blue Ribbons… please?
Sequence 21: Duke & Dimwit Theater
1. Arena: Duke & Dimwit Theater
2. Blue Ribbon Challenges: 30/60
3. Achievements: 79/80
-----------------------------------------------------------------------------------------------------

Duke & Dimwit Theater:

Wave #1 – Soldiers & RPG Soldiers (7): Defeat all enemies with the Shotgun.
If you are like me & don’t casually carry around a Shotgun, we can find the Shotgun Tear directly to our right when we spawn in. Collect it, then take everyone down. Headshots obviously will do the most damage. Remember this location in case you need to come back for ammo. The Mosquito does not actually count as an “enemy” we have to kill for some reason; you can complete the Wave without destroying it.

Wave #2 – Soldiers, Patriots, Firemen, & Zealots (9): Defeat two enemies with a Possessed Patriot.
This Wave can be a bit tricky. We want to weaken the human enemies before Possessing your Patriot so that they are easier to kill. Its best to take out the Zealots & Firemen first then try juggling the Soldiers & Patriot. You will want a lot of Salts so you can spam Possess on your Patriot. The Patriot’s melee attacks kill enemies a lot faster than their Crank Gun… if they even shoot it, which they don’t. You can use Undertow to pull Soldiers closer, but this all hemorrhages Salt.

Wave #3 – Firemen (6): Force 3 Firemen to self-destruct while airborne from Bucking Bronco or Undertow.
Having a high damaging Weapon like the Hand Cannon, Sniper Rifle, or Shotgun work best for this. With a maxed out Bucking Bronco, weaken the Firemen a little then launch them into the air & just unload your Weapons into them. There are 6 Firemen total, so you have some room for error. It is best to stay on the roof you spawn on, but head back a little so you can get some cover from their fireballs.

Wave #4 – Soldiers & Volley Gunners (11): Damage 5 enemies with Vigor Traps.
This one is pretty easy. Shock Jockey Traps are the best since they are easy to lay down & have quite a large radius. They just have to be damaged, not killed which definitely makes our lives a lot easier.

Wave #5 – Soldiers & Snipers (6): Complete the Wave in under 0:45.
Long to mid range Weapons work best for this like a Sniper Rifle or Carbine. There are two Snipers on the far roof, take them down first. The Soldiers will then all try getting up to your position. Just pick them all off as quickly as you can. Try to avoid chasing them around if you can help it. Staying put where you spawn is best.

Wave #6 – Handyman (1): Defeat the Handyman while he's electrocuting a Sky-Line.
This one is pretty standard. Do the ol’ mount & dismounting of the Sky-Line to bait the Handyman then fill his heart with lead as soon as he grabs the Skyline. Be careful when using Devil’s Kiss so that he does not burn to death accidentally if drops off the Sky-Line before you can finish him off. He has to die while holding the Sky-Line, that does not mean we cannot weaken him prior to him grabbing it.

Wave #7 – Solders, RPG Soldiers, & Patriots (11): Defeat 5 enemies with Undertow.
This one is not too difficult as well. Just blast the enemies off their Airships with Undertow. It definitely helps having a maxed out Undertow for this. We have a Tear containing Salts on our Airship so just go ham with it.

Wave #8 – Soldiers &Volley Gunners (6): Defeat 2 enemies with a Possessed Rocket Turret.
This Ribbon is completely luck based. A Rocket Airship will arrive & drop off Vox; you have to Possess the Rocket Cannon off the Airship & get it to kill enemies. Its accuracy is awful. You must have it Possessed for the kills to count. Quite often it may kill enemies accidentally with its splash damage, but if it is not Possessed at the time, these kills will not count. There are only 6 enemies, so we have a small window for error.

This video guide by VidGamiacUnlocked is really helpful in showing us just how to swing this Blue Ribbon. You will definitely want a Revive purchased…
https://youtu.be/Gt5U4LjeUhc

Wave #9 – Soldiers, Zealots, & Patriots (8): Defeat every enemy with a different Weapon or Vigor.
Enemies can be damaged with anything but must be each finished off with a different Weapon or Vigor. Enemies drop different Weapons as well like the Crank Gun or Machine Guns. If you can manage it, damage the Zealot then finish him off with your Sky-Hook. I used: Sky-Hook, Hand Cannon, Carbine, Crank Gun, Machine Gun, Devil’s Kiss, Undertow, & Charge.

Wave #10 – Soldiers & Volley Gunners (8): Complete the Wave using only Charge, Return to Sender, & Shotguns.
Bring in the Founder Shotgun & Vox Heater. Use Return to Sender to catch bullets or shells & absorb some more ammo. Be wary of the Volley Gunners as their splash damage will fail the Challenge for us if they hit their allies. Because of this, focus on trying to take them out first as fast as you can.

Wave #11 – Soldiers & Patriots (8): Defeat the Patriot with a Possessed enemy.
This Ribbon is tricky as well. Wear down the Patriot then stun him with Shock Jockey. Begin Possessing as many Soldiers as you are allowed around him & they should kill him. This can become muddled if the Possessed Soldiers chase down enemy Soldiers instead. Keep the Patriot stunned & kill the un-Possessed Soldiers yourself if they become a nuisance.

Wave #12 – Soldiers & Snipers (8): Defeat all enemies with Vigor Traps.
For this Wave we can complete it very simply if we have a fully upgraded Murder of Crows & Devil's Kiss equipped as an emergency back up if an enemy gets too close. When the Wave begins, leap onto the first airship then place down two Murder of Crows Traps. Lure some enemies into it, & the Crows will do their job from here. The range on Murder of Crows is insane, & enemies from a few airships over can get caught in your Traps.

Shout out to VidGamiac again for the original strategy!

Wave #13 – Soldiers & Volley Gunners (7): Defeat 5 enemies with a single Devil's Kiss blast.
This is a very hard Ribbon. It pretty much can only be done with the Devil’s Kiss Trap. As soon as the Wave begins, use Charge to launch yourself up onto the circular roof with all the enemies & lay down a Devil’s Kiss Trap. To assist this, equip the Storm Gear for easier effect chaining. Using the Storm Gear makes this a lot easier! There are only 7 enemies, so we have a tiny margin for error. Be sure to have a Revive purchased just in case.

If you are having issues with this strategy, try removing the Storm Gear & equipping something else instead. Players have reported that it actually messes up Ribbons somehow, not entirely sure if that is actually true or not, but worth a try if you are struggling.

Lastly, if you are unable to get up to the circular roof, than an alternate strategy for this Challenge is to spawn in an Oil Puddle using a nearby Tear, hold down Undertow to move Soldiers onto the Oil Puddle (doing this twice to grab at least 5 of them), while always spamming Bucking Bronco on them so they do not run away. After you have at least five Soldiers in the Oil Puddle, ignite them with a Devil's Kiss Trap.

Wave #14 – Soldiers & Handyman (5): Defeat the Handyman with a Tesla Coil.
Start off by killing all the Soldiers. Whittle down the Handyman’s health then lure him over to the Tesla Coil. This does not do a lot of damage, so you have to dance around it until the Handyman is killed. There are two Tesla Coils we can use, the one in the open is easiest for us to “dance” around.

Wave #15 – Soldiers & RPG Soldiers (12): Complete the Wave in under 1:30.
An important distinction for this Wave is that all we actually have to do is destroy the engines inside the furthest Airship. Kill as many of the enemies as you can, but if it proves too tedious for the time limit, just bull rush your way to the final Airship; Charge can be useful!
Sequence 22: Raven's Dome - Part I
1. Arena: Raven’s Dome
2. Blue Ribbon Challenges: 40/60
3. Achievements: 79/80
-----------------------------------------------------------------------------------------------------

Raven’s Dome:

A huge disclaimer for attempting any Blue Ribbon Challenges that require “Defeat all enemies with…” on this Arena: the pathfinding for enemies is horrendous. Quite often, an enemy will miss their jump when dismounting Airships & just… jump off the map. If they die this way during these Challenges, it will void the Challenge & there is nothing you can do about it. It is very luck based when they decide to make the jump or not. Be patient, it isn’t guaranteed they will do this… just very probable. Quite often as well, enemies will be killed by Friendly Fire from RPG Soldier rockets which will also void these Challenges. Stick with it, we are halfway there! This is the most challenging of the 4 Arenas for the wrong reasons…

Wave #1 – Soldiers (6): Defeat all enemies with the Sky-Hook melee.
Defeat the enemies with either Sky-Line Strikes, Sky-Hook Executions, or just basic melee attacks. You can use Return to Sender for defense, but do not kill anyone with it accidentally. Gears like Coat of Harms, Brittle-Skinned, & Vampire’s Embrace can be useful.

Wave #2 – Soldiers (7): Defeat all enemies with the Pistol.
By Pistol, they exclusively mean the Broadsider Pistol, not the Hand Cannon. If your Pistol is fully upgraded this should not pose too much of a challenge.

Wave #3 – Soldiers & Volley Gunners (7): Defeat all enemies using only the Undertow Vigor.
Stay near ledges in cover for this one & let them come to you. After the Soldiers are taken care, you can begin systematically hunting down the stragglers & blasting them off the map. You will probably have to restock on Salts during this Wave.

Wave #4 – Soldiers, RPG Soldiers, Zealots (7): Defeat all enemies with Vigor Traps.
This is an annoying Challenge. I always like using Devil’s Kiss Traps for these kinds of Challenges. You can use Shock Jockey Traps to contain enemies, but Devil’s Kiss is the most fatal way to take care of them. Stay away from ledges! I failed this twice because I accidentally blasted an enemy off the map. Equipping the Storm Gear can be really helpful for this one. I am pretty sure the Trap itself has to kill them outright; I ended up failing due to any enemy “Dying Over Time” which probably was caused by the Devil’s Kiss’ after effect.

Wave #5 – Soldiers & Handyman (4): Defeat the Handyman before any other enemy.
Bring out your good guns & lure the Handyman away from the Soldiers so you can just focus on killing him. Easier said than done of course. Just pay attention to your surroundings so that a Soldier does not catch a stray bullet & pray to God no decides to commit suicide!

Note that if a Handyman throws an enemy Soldier at you while they are still alive, it will fail the Challenge on you... talk about bad luck.

Wave #6 – Soldiers & Patriots (7): Defeat 5 enemies via Friendly Fire.
This Challenge can be annoying as well. With a maxed out Possession; Possess every single Soldier you can so that they kill each other. In this case, it is better leaving the Patriot un-Possessed. They are more effective as enemies killing our Possessed guys then the other way around. Enemies committing suicide by shooting themselves when the Possession ends also counts as Friendly Fire.

Wave #7 – Soldiers, Snipers, Volley Gunners, & Zealots (6): Defeat the Volley Gunner & the Zealot before damaging any Snipers.
You all remember your elementary school math lessons? Order of Operations? Now its finally time to put it to use. First: lure the Zealot away from everyone & take care of him. Second: locate the 2 Volley Gunners & take them out with a long ranged Weapon or your preferred method. Third: Take out the 2 Snipers any way you would like. Randomly, there is 1 Soldier just hanging around who does not quite fit into this Challenge. The Soldier can be killed at any point during the Wave & will not void the Challenge. Damaging any of the Snipers before the Zealot & Volley Gunners are dead will void the Challenge.

Wave #8 – Soldiers & RPG Soldiers (7): Defeat all enemies with Turrets or Environmental Hazards.
Now this Challenge is the new hardest Challenge we have faced thus far. If an enemy dies any other way then is mentioned, FAIL. Pay very close attention to the RPG Soldiers. If any gets killed by a stray rocket, FAIL. Take it slow, & really pay attention to enemy placement. Take them out one by one & use the lack of a time limit to our advantage.

The best way to do this is to cycle between the Gun Automaton & the Tesla Coil on the garden building. Run circles around the garden building luring the enemies in & out of the coil. Use the Sky-Line to circle around the back of the building, then run around back to where you were. This Challenge definitely takes some time to do right. The biggest thing is not letting the RPG Soldiers kill anyone. They also have the most health & killing them with the Tesla Coil really takes some time. But when they are the only enemy left it is just a game of attrition at that point. Be sure to have a Revive purchased for this one.

Drago notes that you can use Undertow to knock enemies off of Columbia so that they fall to their death (which is an Environmental Hazard kill). You cannot use the pull ability of Undertow however as that will fail the Challenge. You also have to be careful that the Undertow itself does not kill the enemy & they specifically die from falling off of Columbia.

Wave #9 – Soldiers, RPG Soldiers, & Firemen (6): Defeat all enemies in 60 seconds using Vigors only.
This Challenge can be a pain as well. Speed is of the essence. The quickest way to accomplish this is with Undertow’s second ability. Yank the enemies off their Airships as fast as possible & launch them off the map. Salt conservation is key.

I had a real issue with this Challenge & needed the help of VidGamiacUnlocked’s video guide for this one. It took me 3 runs to get this one. Practicing using the Undertow grab before the Wave comes up is handy so you can get proficient in using it.
https://youtu.be/_1vDgwSL0bQ
Wave# 10 – Soldiers, RPG Soldiers, & Firemen (8): Take no damage for 30 seconds.
This is probably the easiest Challenge in the DLC. Simply crouch behind a wall & stay in cover where we spawn for 30 seconds. If you are somehow spotted, try holding out with Return to Sender as best you can, but you really shouldn’t be seen if you hide right away.
Sequence 23: Raven's Dome - Part II
1. Arena: Raven’s Dome, Emporia Arcade
2. Blue Ribbon Challenges: 50/60
3. Achievements: 79/80
-----------------------------------------------------------------------------------------------------

Raven’s Dome:

Wave #11 – Soldiers, RPG Soldiers, Volley Gunners, & Firemen (6): Defeat all enemies with the Shotgun.
This Challenge can be tricky, ammo conservation is key. When possible always try getting Headshots for the most bang for your buck. The Head Master Gear is very useful for that. We can find a Shotgun Tear on the building below us down the stairs where the enemies gather. It is at the far end underneath that overhang where we can find some Medical Kits. Don’t let the RPG Soldier or the Fireman’s suicide explosion kill anyone by accident.

Wave #12 – Soldiers & Firemen (8): Defeat the Wave without picking up Weapons or looting corpses.
Just like in The OPS Zeal, just bring in Weapons you are proficient with & do not loot any of the corpses by accident. Abuse Vigors. You CAN accept ammo from Elizabeth if she tosses it to you, this does not count as picking up a new Weapon or looting.

Wave #13 – Snipers & Patriots (4): Defeat all enemies while they are distracted with a Booker Decoy Tear.
Another annoying Challenge. There are two Decoy Tears on this map. We can only kill enemies while they are distracted/shooting at the Decoys. This is not so bad in theory, just do not kill anyone who is not focused on a Decoy. The Snipers are easy this way since it is obvious when they are distracted. The 2 Patriots are a different problem. It is very easy losing track of your Decoy while shooting the Patriots & having it disappear without you noticing. I recommend whittling the Patriots health down to a low amount before finishing them off with the Decoy. You cannot use the same Tear twice in a row. To reset a Decoy Tear, just use a different Tear.

Wave #14 – Soldiers & RPG Soldiers (8): Defeat each enemy with the same Weapon type it wields.
This is a real who’s who of Weapons. Bring in a Machine Gun & Shotgun for the Soldiers & take them out first with the appropriate Weapon. On the garden building we can find an RPG Tear near where a Tesla Coil Tear is. Stay as far away from the RPG Soldiers as possible! I failed this twice because one of them killed a Soldier with Friendly Fire. Definitely buy a Revive for this one.

Wave #15 – Firemen & Handyman (3): Defeat each enemy with a different Weapon.
This Challenge is not bad at all. Bring in two of your best Weapons & perform the killing blow on the Handyman with one. Use the other for a Fireman. We can then use Undertow, Charge, or Return to Sender to take out the final Fireman; Undertow being the easiest. Friendly Fire also counts, for me, the Handyman just lobbed one of the Firemen at me & it did not void the Challenge. Neato.

This Arena is definitely the hardest thus far; it took me 5 runs of the Arena to get all the Ribbons. I found Waves #8, #9 & #13 the hardest.

Emporia Arcade:

Wave #1 – Soldiers & Patriots (14): Defeat an enemy affected by Bucking Bronco with a Possessed Motorized Patriot.
This Challenge sucks right off the bat. It is best to kill the Patriot that is on the bridge then Possess the second Patriot at the far end of the map. Kill the first Patriot then around 2-4 Soldiers. The far Patriot will then get reinforced by another 5 or so Soldiers from an Airship. Get close & use Bucking Bronco to levitate the enemies & then Possess the Patriot. We need the Patriot to melee the levitated enemies; he will never fire a shot with his Crank Gun. Since we are relying on the melee the enemies have to be right beside the Patriot for this to work.

MJanek |CD-A| came up with this strategy: On the right side of the map, near the shop's wall, there is Tear with a Motorized Patriot. You can bring him in, & his kills will count towards the Ribbon after levitating enemies with Bucking Bronco.

If have not tested this myself, but if it works it would be much easier as Tear Motorized Patriots will actually fire their Crank Guns. This will take a lot of the irritation out of this Ribbon

Wave #2 – Soldiers & RPG Soldiers (8): Defeat two enemies who are riding Sky-Lines with Traps.
Another very difficult Challenge. For this one, we need to snipe two enemies off of the Sky-Line with Devil’s Kiss Traps. The best method I found was to place Traps where the Sky-Line has a solid surface above it. There are two locations for this: underneath the far bridge & the ceiling of the highest building in the map that the Sky-Lines lead up to. When the Wave begins, jump on the Sky-Line & ride it under the second bridge. Lay down two Traps here, then ride the Sky-Line up to the balcony of the building. You will probably only have time to lay one Trap up here. Rinse & repeat. Keep on doing circuits around the map replacing your Traps in these locations until the Blue Ribbon unlocks. You will definitely want some Revives for this one.

Here is a good video I found using this exact strategy by Espen in case you are having issues figuring where exactly I am talking about.
https://youtu.be/X3NNPh6jijg
Since this is so early on in the Arena, it could be best saving this for a different run so that we do not burn through all our Revives on Wave #2.

Wave #3 – Soldiers & Volley Gunners (11): Defeat Wave with hazards or support brought in through Tears.
Oh yes, they had to bring back this Challenge. Back to using Tesla Coils & Tear Ally’s to take down our enemies. On this Challenge, it turns out that Possessed enemies count as Tear Ally’s. Feel free to Possess strong enemies to help thin out the herd a bit. This definitely decreases the Challenges difficulty by a lot.

Wave #4 – Soldiers & RPG Soldiers (8): Defeat the Wave using a different Weapon or Vigor on every enemy.
I never minded these Challenges. Bring in two good Weapons for this, but do not bring in a Hand Cannon, Shotgun, Machine Gun, or an RPG. We can loot these off of enemies to use against them. As for Vigors we’ve got Devil’s Kiss, Return to Sender, Charge, & Undertow. Be sure to keep track of who you have already killed what with. They can be damaged with anything, just kill them with a different Weapon.

Wave #5 – Handymen (2): Defeat both Handymen while they are electrocuting a Sky-Line.
Similar to a Wave we had to do in The OPS Zeal Arena but this time there are 2 of them. Great. Weaken the Handymen then bait them onto the Sky-Line. I had the most luck getting them to grab the line up on the balcony of the highest building. This can be a real pain, & just surviving can be a challenge in itself. Be sure to purchase a Revive for this Wave. Be careful using Devil’s Kiss in case they die after they let go of the Sky-Line. Try getting those Heart Shots in!
Sequence 24: Cursed Ribbon Arcade
1. Arena: Emporia Arcade
2. Blue Ribbon Challenges: 60/60
3. Achievements: 80/80
-----------------------------------------------------------------------------------------------------

Emporia Arcade:

Wave #6 – Soldiers & Snipers (7): Defeat all enemies using only the Shotgun.
Back to only using our Shotgun. Use the Freight Hooks to get across to the other side, ideally undetected if possible. Clear out the lower level first & anyone who drops down to intercept you. The Snipers are the biggest threat. Take out those that get up close to you & then attempt to blindside the Snipers. Use Return to Sender to deflect some shots, just do not kill anyone with it.

Wave #7 – Soldiers & Firemen (8): Defeat 2 enemies with the Fireman’s suicide attack.
Welcome to the new hardest Challenge in the DLC. The best thing to do is wait for all the enemies to drop off the Airship at the far end; stand to the left of the bridge at the top of the stairs. Then, as they start charging up the stairs towards you, begin stunning them all with Shock Jockey. Get them all bunched together, ideally all 8 of them, & simultaneously begin slowly whittling down the two Firemen’s health. Once they are both at 0 health, stop using Shock Jockey & let them explode. Between the two of them, they should at least kill one Soldier each. The kills do not have to be from the same Fireman… I don’t think.

Wave #8 – Soldiers, RPG Soldiers, Patriots (7): Defeat the Wave with in 1:20.
We have a decent time window for this one, so it is not too bad. You can use the Undertow grapple strategy we used back in the Raven’s Dome to clear out a bunch of the enemies. Then for the Patriot just spam Shock Jockey & shoot it in the gears.

Wave #9 – Soldiers, RPG Soldiers, & Siren (6): Defeat the Siren before destroying the Zeppelin.
This is another Challenge that is not too bad, you would probably end up doing this anyways even if it was not a Challenge. Fight your way up to the Vox Zeppelin then spam a high damage gun along with Devil’s Kiss to annihilate the Siren as fast as possible. Return to Sender can be very useful as well if she has already summoned minions. Once she is defeated, take out the Zeppelin & finish the Wave as normal.

Wave #10 – Soldiers (15): Defeat all enemies using only the Sniper Rifle.
Theoretically an easy Challenge, but we cannot even use Shock Jockey for crowd control which can make it tricky. Always stay on the move & do not get yourself cornered by the baton wielding Soldiers. Conserve your ammo as best you can & make every shot count. Do not shoot wildly. The Rising Bloodlust Gear is great for getting extra damage. By two consecutive kills you should be able to one shot Soldiers with body shots.

Wave #11 – Handymen (2): Defeat all enemies while they are distracted with a Booker Decoy Tear.
Great, my other least favorite Challenge. Whittle down the Handymen down as best you can then bring in the Decoy Tear. If you thought timing the Decoy kill was hard with a Patriot, it is ten times harder with a Handyman. The Hand Cannon, Sniper Rifle, or RPG are good guns to use for this. Weaken the 2 Handymen by baiting them with the Sky-Line until they have low health. Then, we do circuits around the map. There are 2 Decoys, 1 on each bridge. Just keep sprinting around the map, when you get to a Decoy set it up & wait for a Handyman to get close. When they do & you know their next jump is going to be on top of the Decoy, hit them with Murder of Crows to temporarily stun them. Then using an RPG, just blast the hell out of them. The Handymen can one shot Decoys, so this is exceptionally hard. You will definitely want a Revive or two for this Challenge.

This is a very difficult Wave & you should try saving this for a later run through of the Arena. Try saving all your Revives & Medical Kits on the map to use for this one exclusively.

Wave #12 – Soldiers, Zealots, & Patriots (9): Defeat all Soldiers & Zealots with Bucking Bronco; followed by Charge.
This is another Order of Operations Challenge. First: lure in the Zealots & complete the Combo against them. Then, take out the Patriots from afar. When the Patriots are done, move over to the building & complete the Combo against the Soldiers. If you need more Salts, use the Freight Hook Tear to return to the other side or equip the Blood to Salt Gear. Taking out the Patriots first also works.

Wave #13 – Soldiers (15): Defeat each enemy with the same Weapon type it wields.
Yet another repeat of a bad Challenge. Fortunately, there are no RPG Soldiers on this one. The enemy loadouts are Machine Guns, Shotguns, Pistols, & Hand Cannons. Equip the Pistol & any of these four Weapons, though I think most enemies use the Shotgun or Machine Gun. To make a hard Challenge worse, the enemies are dropped right at our feet & we have very little time to react.
We can find a Machine Gun, Shotgun, & Hand Cannon on the first Airship that arrives.

As it turns out, using Undertow to knock enemies off of the map will not actually void the Challenge for this Wave. This Wave is a total cluster (Censored by Steam) trying to juggle your Weapons, so now you are at least able to supplement some kills with Undertow. Huge shout out to Drago & Ungläubiger Gläubiger for bringing this strategy to my attention/confirming it for me!

I used the help of VidGamiacUnlocked again for this one... though I wish I knew about the alternate strategy using Undertow before trying to grind this Challenge out the "conventional way".
https://youtu.be/aGpNBmqj-0w

Wave #14 – Handyman (1): Defeat the Handyman with a Motorized Patriot Tear.
After the last few Challenges, this Challenge isn’t actually too bad. Weaken the Handyman to low health then simply summon the Patriot through the Tear to finish him off. The Tear Patriots are actually, you know, useful compared to Possessed Patriots.

Wave #15 – Siren (1): Knock 4 corpses off of Columbia before the Siren can resurrect them.
When the Wave begins, some Airships will arrive carrying bodies that they will dump onto the map. As soon as the bodies land, quickly run up & knock them off the map with Undertow before the Siren can resurrect them. This Challenge is not very hard at all. Sometimes it will even glitch out & unlock without you even doing anything. I am pretty sure the Airships mess up & miss where they dump the bodies when this happens. Oh well, sucks to suck, Siren.


Achievement #80 – Blue Ribbon Champ: In CitC, completed all Blue Ribbon Challenges.
This Achievement will unlock as soon as you complete the final Blue Ribbon Challenge. Without a doubt it is the hardest & most tedious Achievement in all of Bioshock – Infinite.
Conclusion:
Apart from Clash In the Clouds, I absolute adore everything about Bioshock – Infinite. The plot of the Base Game as well as the two Burial At Sea Episodes are absolutely amazing & make this one of the best shooters I have ever played. If you managed to get 100%, well done, you are a real legend & have skin of steel.

If this guide helped you achieve 100%, would you kindly rate the guide or let me know in the comments? Helps me know if I am doing things right!



100% Complete
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167 comentários
Radical Jesus 26 de abr. às 17:35 
This guide was a huge help, thank you so much! Also for Emporia Wave 11, if you lay Murder of Crow traps right on the decoys, you're able to get the stun off much more consistently while ensuring that the Handymen are actually targeting it.
edbookworm 23 de mar. às 9:47 
So, I don't know if this is just a bug on my end or what, but I just got the blue ribbon champ achievement WITHOUT having the blue ribbon on Emporia Arcade wave 7. I have no clue why, but if you just can't get it(which I couldn't) maybe save it until last and see if you get lucky too?

Though I did have my game crash(dying steamdeck) multiple times while trying so I don't know if I got it, didn't realize I got it, then lost my save before it shows up in the lobby so that counted or if I actually didn't ever do it.

Either way it's worth mentioning because that wave SUCKS!

Also, for "kill with traps" blue ribbons return to sender hold and throw counts as a trap. I found it a lot easier than anything else. Does not count for the Duke and Dimwit "damage with traps" wave.
lhilus 10 de mar. às 19:26 
I just want to add that for raven 14 launching stuff off with undertow like for Emporia Arcade 13 works too
childrencheese 13 de fev. às 5:36 
Oh shit, I'm sorry :imSorry:
Just saw this information in "Overview" section, re-reading this guide. I forgor 💀
By the way thank you for strategies for Clash in the Clouds, helped me few times when I couldn't complete the challenge using certain video guides
Cynic 0055  [autor] 10 de fev. às 12:41 
Always. :broflex:
childrencheese 10 de fev. às 12:35 
thank you for still checking in
Cynic 0055  [autor] 10 de fev. às 12:28 
Hey childrencheese, only buying Items from the Dollar Bill Machines will void that Achievement; using the other two vending machines for weapon upgrades or upgrading your Vigors is still allowed. :steamthumbsup:
childrencheese 10 de fev. às 11:21 
can I upgrade weapons/vigors and still get scavenger hunt achievement?
Doctor Long 92 1 de fev. às 23:26 
Great Guide :winterpenguin2023:
CM_Garrand 4 out. 2024 às 7:49 
Thank you so much for this absolutely amazing guide. Helped me a lot with getting 100% in this beautiful game :love_seagull: