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BioShock Infinite Trophy Guide & Roadmap


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Copyright/Rights of Use

This guide is strictly to be used and reproduced on PlaystationTrophies.org ONLY. If I see it posted anywhere else, action will be taken unless full credit is given.

 

Credit:

GlennThomas - For the trophy guide banner and headers.

MMDE - For the trophy guide template.

 

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  • Estimated Trophy Difficulty: 6/10 (Platinum Difficulty Rating)
  • Offline trophies: 51 (1 (P), 1 (G), 15 (S), 34 (B))
  • Online trophies: 0 (Possibly every trophy, see below)
  • Approximate amount of time to (P): 20-25 hours
  • Minimum number of playthroughs: 1, although 2 is highly recommended (see below).
  • Number of missable trophies: 5: (B) Kitted Out, (B) Raising the Bar, (B) Infused with Greatness, (B) Sightseer, (S) Eavesdropper
  • Glitched trophies: 0 (Some players are reporting that no trophies are unlocking. See note below.)
  • Does difficulty affect any trophies: Yes, 1999 Mode must be completed.
  • Do cheat codes disable trophies?: No, the Konami Code can be used to unlock 1999 Mode and (B) Should Auld Acquaintance... straight away.

 

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BioShock Infinite is the long-anticipated third instalment in the BioShock franchise and finally sees the return of the same development team who created one of the most critically-acclaimed releases of recent times with the original BioShock. Once again the narrative focuses on a singular event within a wider conflict, as ex-Pinkerton agent Booker DeWitt ascends to the floating city of Columbia to rescue Elizabeth, a girl with powers to manipulate the space-time continuum. In the meantime, Columbia is thrown into turmoil as the Vox Populi resistance group leads a revolt against the elitist, xenophobic Founders.

 

The vast majority of the trophies are straightforward and can be earned on your first playthrough, with many devoted to a certain amount of kills with each weapon and using various abilities a certain number of times. Difficulty trophies stack, so if you want to start 1999 Mode right away, you can do. Bear in mind that there are numerous collectables in this game, so it is highly recommended to do two playthroughs to get them out of the way first before solely concentrating on getting through the hardest difficulty.

 

BioShock Infinite is compatible with Playstation Move, but this guide was written exclusively using the Dualshock 3, and so all button configurations relate exclusively to that controller.

 

Note on Missable Trophies: Unfortunately, BioShock Infinite has an extremely user-unfriendly progress-tracking system when it comes to collectables. Whilst collectables are cumulative and carry over across your playthroughs, the game doesn’t keep track of which exact collectables you have collected. Therefore, unless you have a very specific memory or have kept a physical note of which Voxophones/Kinetoscopes/Telescopes you’ve found, you’re going to be doing a lot of pointless exploring to find the last few you need.

 

However, if you are only missing a very small number and have kept a note of which ones you still require, you can load up the specific Chapter that the collectable is located in by choosing “Chapter Select” at the Main Menu. Chapter Select in this game goes off your original autosave from the start of each Chapter rather than placing you at the start with a certain loadout, so you’ll be in exactly the same state as you were when you first reached that Chapter. However, your collectables will have carried over. Note that this will only work providing you do not delete any of your saves from your system. At the beginning of each Chapter, the game makes a brand new autosave (another unfriendly feature) rather than containing your progress within one profile save, meaning that after completing the game a couple of times you will have dozens of saves. Do not delete any until you have earned all the collectable trophies otherwise the Chapter Select feature will be inaccessible to you.

 

Although it is far more convenient to get them all in one playthrough, because of the ability to go back via Chapter Select the following trophies are only considered semi-missable:

(B)

Sightseer
 

(S)

Eavesdropper

The following trophies must be obtained in one playthrough and are not carried over, so these are considered fully-missable:

(B)

Kitted Out
 

(B)

Raising the Bar
 

(B)

Infused with Greatness

Note on trophies not unlocking: There seems to be a serious issue where none of the trophies in the game will unlock despite the requirements being fulfilled. This issue seems to occur when you sign out of PSN (either physically or due to a connection issue) after being signed in. If this happens, no trophies will unlock. To combat this issue, either sign in before you load the game and stay signed in, or sign out/don't sign in to PSN before starting the game and stay offline. This personally happened to me on my 1999 Mode run, where near the end I disconnected from PSN and upon completing the game did not receive any difficulty trophies. I restarted my PS3, signed in to PSN, reloaded the game from the last checkpoint and completed the game again. Luckily, I received the trophies. If the same thing happens to you regarding a story-related trophy, reload the last checkpoint before it should have unlocked and try again, and if it's a trophy related to a cumulative number of actions, try performing the action once more.

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Step 1 - Complete the game on Normal, obtaining all collectables and cumulative/miscellaneous trophies

 

Whilst you can dive straight into 1999 Mode by unlocking it with the Konami Code, it is highly advisable to play the game through on Normal first and enjoy its wonderful story and atmosphere whilst also facing a significant challenge. Whilst you could play on Easy and run through the game grabbing all of the collectables unopposed, this would leave you woefully unprepared for 1999 Mode. Transitioning from Normal to 1999 is far less severe and sets you in much better stead for your second run.

 

During this playthrough, focus particularly on the weapons trophies and don’t use the same weapon for too long. If you switch weapons after unlocking each weapon’s respective trophy, there will be more than enough enemies in the game to unlock them all in one run.

 

I heavily advise reading the information on missable trophies above if you haven’t already, so you know what to expect regarding collectables. Getting them all on this run will save you a massive headache later on, so make sure to make full use of PowerPyx’s Collectables Guide. Finally, keep an eye out for the few miscellaneous trophies. None should give you too much trouble.

 

At the end of this step, you will have earned:

 

(B)(H)

Written in the Clouds
 

(B)(H)

Welcome to Monument Island
 

(B)(H)

Shock Tactics
 

(B)(H)

First Class Ticket
 

(B)(H)

Armed Revolt
 

(B)(H)

Working Class Hero
 

(B)(H)

Blood in the Streets
 

(B)(H)

Higher Learning
 

(B)(H)

The Bird or The Cage
 

(B)

Tin Soldier
 

(B)

Saw the Elephant
 

(B)

Should Auld Acquaintance…

It is also highly recommended that you earn the following:

 

(B)

Industrial Accident
 

(B)

Aerial Assassin
 

(B)

A Real Pistol
 

(B)

Passionately Reciprocated
 

(B)

Street Sweeper
 

(B)

Big Game Hunter
 

(B)

Loose Cannon
 

(B)

On a Clear Day…
 

(B)

Here Little Piggy
 

(B)

Master of Pyrotechnics
 

(B)

Seasoned to Taste
 

(B)

Well Rounded
 

(B)

Vigorous Opposition
 

(S)

More for Your Money
 

(S)

Combination Shock
 

(S)

Mind Over Matter
 

(B)

Tear ‘em a New One
 

(S)

Strange Bedfellows
 

(B)

On the Fly
 

(S)

Bolt from the Blue
 

(S)

Hazard Pay
 

(S)

Bon Voyage
 

(S)

Skeet Shoot
 

(S)

Lost Weekend
 

(B)

David & Goliath
 

(B)

Heartbreaker
 

(S)

Dress for Success
 

(B)

Kitted Out
 

(B)

Raising the Bar
 

(B)

Infused with Greatness
 

(B)

Sightseer
 

(S)

The Roguish Type
 

(S)

Eavesdropper
 

(B)

Grand Largesse
 

(S)

Coins in the Cushion

Step 2 - Complete the game on 1999 Mode without purchasing anything from a “Dollar Bill” vending machine

 

This is where your true skills will be tested. Use all you have learnt from your first playthrough and rely on your most tried and tested methods. Be frugal with your ammo and remember that patience is the key. Your objective marker will not be available in this mode, which is where your previous knowledge will come in handy. If you have completed the original BioShock on Survivor Mode without using a Vita-Chamber, then you will be glad to know that this mode is easier and respawns are permitted, to a certain extent. Remember that you cannot buy anything from a “Dollar Bill” machine, so you will have to loot and use what’s available to you around Columbia.

 

Difficulty trophies do stack, so by the end of this step you will have unlocked the following trophies:

(S)

Stone Cold Pinkerton
 

(S)

Auld Lang Syne
 

(G)

Scavenger Hunt

Step 3 - Clean-up

 

By now, if you have followed this Roadmap completely, you should have the Platinum. However, you may have missed one or two miscellaneous trophies or the odd collectable, so this is the time to go back via Chapter Select and mop them up. All trophies are cumulative across multiple playthroughs and difficulties, so if there is grinding to be done, it should be minimal. By the end of this step, if not earlier, you will have earned your Platinum trophy. Congratulations!

(P)

Platinum Columbia
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6A5.jpg  Platinum Columbia (P)

Acquire all other trophies

 

You’ve mastered the skies of Columbia and unlocked every other trophy. Congratulations!

 

9DD.jpg  Written in the Clouds (B) (H)

Completed Lighthouse.

 

This trophy is story-related and cannot be missed.

 

Spoiler

Once you row to the Lighthouse and ascend to the summit, you will have to strap into a chair inside a glass casing. You will ascend to Columbia and see a vista of the city through the glass. At some point during your journey, this trophy will unlock.

 

767.jpg  Welcome to Monument Island (B) (H)

Reached Monument Island.

 

This trophy is story-related and cannot be missed.

 

Spoiler

When you are travelling towards Monument Island on the zeppelin, Comstock will appear in front of you and give a speech. When he is finished, the nun behind you will self-immolate and this trophy will unlock immediately after.

 

633.jpg  Shock Tactics (B) (H)

Retrieved Shock Jockey.

 

This trophy is story-related and cannot be missed.

 

Spoiler

After you navigate through the various sections of the Hall of Heroes and come to a huge lobby where you must defeat a wide variety of enemies sent by Slate, you will go through a room and meet Slate. You are presented with a choice, but whichever one you choose doesn’t matter as immediately after your choice you will take the “Shock Jockey” Vigor and unlock this trophy.

 

3BE.jpg  First Class Ticket (B) (H)

Boarded The First Lady.

 

This trophy is story-related and cannot be missed.

 

Spoiler

After the fight with the Patriots at the gondola station, you will ride the gondola up to the First Lady Aerodrome. Go through the room here and board the First Lady. Activate the controls with :square: to earn this trophy.

 

1AB.jpg  Armed Revolt (B) (H)

Assisted the gunsmith.

 

This trophy is story-related and cannot be missed.

 

Spoiler

Once you are told to secure the weapons for Chen Li at the Police Impound in Shantytown, go there and fight your way through. Eventually you will reach a room with a huge tower of crates strapped together in the middle of the room. Approach the crates and press :square: to open a tear and this trophy will unlock.

 

E60.jpg  Working Class Hero (B) (H)

Completed the Factory.

 

This trophy is story-related and cannot be missed.

 

Spoiler

At the end of the Factory level, you will have to defeat a Handyman. After this, you will have to boost Elizabeth into a vent and then watch a scene through a window in which Elizabeth interacts with another character. After this, board the First Lady and knock once on the door that Elizabeth goes into, then go to the other side of the zeppelin and activate the controls with :square:. This trophy will immediately unlock.

 

DCF.jpg  Blood in the Streets (B) (H)

Completed Emporia.

 

This trophy is story-related and cannot be missed.

 

Spoiler

After finding the third tear in Emporia, return to the gate of Comstock House. You will have to fight a Siren for the third and final time. When the Siren is defeated, open the door to Comstock House with :square: and this trophy will unlock.

 

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196.jpg  Higher Learning (B) (H)

Completed Comstock House.

 

This trophy is story-related and cannot be missed.

 

Spoiler

After you turn off the two generators to free Elizabeth, you will need to press :square: to tie up her corset. After this, she will give a short speech discussing your plan, after which this trophy will unlock.

 

B69.jpg  The Bird or The Cage (B) (H)

Completed The Hand of the Prophet.

 

This trophy is story-related and cannot be missed.

 

Spoiler

After the huge climactic battle on the zeppelin, some important scenes will play. A huge explosion takes place and the screen will go white. The trophy will unlock at this point.

 

60D.jpg  Tin Soldier (B)

Completed the game on Easy difficulty or above.

 

Please see Auld Lang Syne below for more details.

 

97D.jpg  Saw the Elephant (B)

Completed the game on Normal difficulty or above.

 

Please see Auld Lang Syne below for more details.

 

F2A.jpg  Stone Cold Pinkerton (S)

Completed the game on Hard difficulty or above.

 

Please see Auld Lang Syne below for more details.

 

6B1.jpg  Auld Lang Syne (S)

Completed the game on 1999 Mode.

 

“1999 Mode” is the hardest difficulty in the game. The difficulty trophies do stack, so if you complete this mode first all other difficulty trophies will unlock. All difficulty trophies will unlock once the credits begin to roll.

 

For a full explanation of 1999 Mode and strategies to use, please see the description for Scavenger Hunt at the end of this guide.

 

46D.jpg  Should Auld Acquaintance... (B)

Unlocked 1999 Mode.

 

There are two ways to unlock this game mode. You can either beat the story on any other difficulty and it will unlock automatically at the end of the game, or you can enter the Konami Code whilst you are highlighting the “Play Game” option in the Main Menu:

 

:up: :up: :down: :down: :left: :right: :left: :right: :circle: :cross: :start:

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1F9.jpg  Industrial Accident (B)

Killed 20 enemies with a Sky-Hook Execution.

 

The Sky-Hook is obtained automatically whilst playing through the story in Chapter 3: Raffle Fair. It can only be used as a melee weapon. When an enemy has low health you will see a skull symbol above their head. Hold down :triangle: whilst you are standing in front of the weakened enemy to perform an execution.

 

All kill-related trophies can be farmed by restarting checkpoints or replaying chapters.

 

5D1.jpg  Aerial Assassin (B)

Killed 20 enemies with a Sky-Line Strike.

 

The Sky-Hook is obtained automatically whilst playing through the story in Chapter 3: Raffle Fair. There are numerous Sky-Lines throughout the game, acting either as a tactical option during battles or a method to reach your next objective. Whilst you are riding a Sky-Line, you need to aim towards an enemy with the :rs: until a yellow star appears beneath their feet with the words “Sky-Line Strike” appearing above their head, then press :cross: to perform a Sky-Line Strike. Some enemies will join you on the Sky-Line, and you can highlight them and perform the Strike in the same manner, which will also count towards this trophy.

 

Note that the enemy must be killed outright, so try to aim for the normal enemies who carry pistols or machine guns as they will die in one hit as opposed to the more armoured foes who take multiple Strikes. Also, if you find that you are travelling too fast on the Sky-Lines, try holding :lsdown: whilst on the Sky-Line to slow you down almost to a halt, making it easier to highlight enemies.

 

You can also perform Sky-Line Strikes from the static hooks dotted around Columbia that you can attach to in the same way as a normal Sky-Line. This might be a preferable option if you are struggling to target an enemy whilst moving on a Sky-Line. Thanks to F8l Fool for confirming.

 

All kill-related trophies can be farmed by restarting checkpoints or replaying chapters.

 

000.jpg  A Real Pistol (B)

Killed 25 enemies with the Broadsider Pistol.

 

The Pistol is the first weapon found in the story and is also dropped frequently by some enemies. Simply kill 25 enemies with it to unlock this trophy. All kill-related trophies can be farmed by restarting checkpoints or replaying chapters.

 

Picture of the weapon:

Spoiler

Pistol.jpg

 

 

713.jpg  Passionately Reciprocated (B)

Killed 150 enemies with the Founder Triple R Machine Gun or Vox Repeater.

 

The Machine Gun and Repeater can be found throughout the story, but are also dropped by some enemies. Simply kill 150 enemies with either of these weapons or a combination of the two. All kill-related trophies can be farmed by restarting checkpoints or replaying chapters.

 

Pictures of the weapons:

Spoiler

Machine Gun:

Machine%20Gun.jpg 

 

Repeater:

Repeater.jpg

 

 

63B.jpg  Street Sweeper (B)

Killed 50 enemies with the Founder China Broom Shotgun or Vox Heater.

 

The Shotgun and Heater can be found throughout the story, but are also dropped by some enemies. Simply kill 50 enemies with either of these weapons or a combination of the two. All kill-related trophies can be farmed by restarting checkpoints or replaying chapters. Chapter 12 is a particularly good place to farm this trophy.

 

Pictures of the weapons:

Spoiler

Shotgun:

Shotgun.jpg 

 

Heater:

Heater.jpg 

 

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FB5.jpg  Big Game Hunter (B)

Killed 100 enemies with the Founder Huntsman Carbine or Vox Burstgun.

 

The Carbine and Burstgun can be found throughout the story, but are also dropped by some enemies. Simply kill 100 enemies with either of these weapons or a combination of the two. All kill-related trophies can be farmed by restarting checkpoints or replaying chapters. Chapter 15 is a particularly good place to farm these kills.

 

Pictures of the weapons:

Spoiler

Carbine:

Carbine.jpg 

 

Burstgun:

Burstgun.jpg 

 

 

2FC.jpg  Loose Cannon (B)

Killed 25 enemies with the Paddywhacker Hand Cannon.

 

The Hand Cannon (Magnum) can be found throughout the story, but is also dropped by some enemies. Simply kill 25 enemies with it. All kill-related trophies can be farmed by restarting checkpoints or replaying chapters.

 

Picture of the weapon:

Spoiler

Hand%20Cannon.jpg

 

 

AF0.jpg  On a Clear Day... (B)

Killed 30 enemies with the Bird's Eye Sniper Rifle.

 

The Sniper Rifle can be found throughout the story, but is also dropped by some enemies. Simply kill 30 enemies with it. All kill-related trophies can be farmed by restarting checkpoints or replaying chapters. Chapter 12 is a particularly good spot to farm this trophy.

 

Picture of the weapon:

Spoiler

Sniper%20Rifle.jpg

 

 

4AD.jpg  Here Little Piggy (B)

Killed 30 enemies with the Founder Pig Volley Gun or Vox Hail Fire.

 

The Volley Gun and Hail Fire can be found throughout the story, but are also dropped by some enemies. Simply kill 30 enemies with either of these weapons or a combination of the two. All kill-related trophies can be farmed by restarting checkpoints or replaying chapters.

 

Pictures of the weapons:

Spoiler

Volley Gun:

Volley%20Gun.jpg 

 

Hail Fire:

Hellfire.jpg

 

 

 

118.jpg  Master of Pyrotechnics (B)

Killed 20 enemies with the Barnstormer RPG.

 

The RPG can be found throughout the story, most often during major battles by opening Tears labelled “RPG” with :square:. Simply kill 20 enemies with it. All kill-related trophies can be farmed by restarting checkpoints or replaying chapters.

 

Picture of the weapon:

Spoiler

RPG.jpg

 

 

290.jpg  Seasoned to Taste (B)

Killed 30 enemies with the Peppermill Crank Gun.

 

The Crank Gun is a form of Minigun and unlike all other weapons, is only dropped by Motorized Patriots or accessed extremely rarely through Tears. Luckily, it comes with an abundant ammo supply, so killing 30 enemies should prove no trouble over the course of the story. All kill-related trophies can be farmed by restarting checkpoints or replaying chapters. Chapter 12 is an ideal spot to farm this trophy.

 

Picture of the weapon:

Spoiler

Crank%20Gun.png

 

 

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8DD.jpg  Well Rounded (B)

Used all 8 Vigors against enemies.

 

Vigors are magical abilities extremely similar to the Plasmids from the original BioShock. Once you obtain them, they can be selected by holding :l2: and choosing your desired Vigor with :ls:. You can then use a Vigor by pressing :l1:, provided you have enough Salts to use it. You do not have to kill an enemy with each Vigor, just use it once on them. Only two Vigors will be acquired automatically during the story, but the other 6 are extremely easy to find. If you do happen to miss one however, they will become available to buy from the “Veni Vidi Vigor” vending machines slightly later on. Listed below are the earlier times you encounter each Vigor:

 

Vigor Locations:

 

#1 Possession - Welcome Center

The first Vigor will be given to you by a lady at the funfair. You need it to continue, so it cannot be missed.

 

#2 Devil's Kiss - Raffle Square

This will be dropped by the first Fireman you defeat.

 

#3 Murder of Crows - Comstock Center Rooftops

This will be dropped by the first Crow you defeat.

 

#4 Bucking Bronco - Hall of Heroes

When the first wave of enemies attacks you in the room with the big statue in the centre, a door to a side-room will open. In this side-room (where the enemies came from) is the Bucking Bronco Vigor on a table.

 

#5 Shock Jockey - Hall of Heroes Gift Shop

This Vigor will be obtained automatically as it is required to continue the story.

 

#6 Charge - Finkton Proper

After exiting the elevator go straight into the office room. The Charge Vigor is in this room. This is only available on your way back through this area, as the first time it is barred by a gate.

 

#7 Undertow - The Factory

After exiting an elevator you will be in a room with three enemies that look at some corpses and at the end of the room is a big neon sign saying "Fink MFG". The Undertow Vigor is under the neon sign.

 

#8 Return to Sender - Downtown Emporia

This Vigor is an exception, as the first opportunity you get to find it is highly missable. To begin with, just before you go through the turnstiles (the ones you can’t return through) in Emporia, there will be the Founder Book Store to the left. In a room at the back is a Voxophone which tells you to go to the Salty Oyster Bar and press a button underneath the cash register on the bar. Backtrack to the Bar and find the button. Once you press it, a hidden door will open, behind which is Return To Sender.

 

The far more obvious location is in Downtown Emporia. After using an elevator you will go outside and lots of enemies will attack you. After fighting them off, follow the marker to the next objective. Elizabeth will have to lockpick a gate. After a short scene where Elizabeth talks to you, she will open the gate. After she opens the gate you will see the Return To Sender Vigor hanging out of a box in the corridor in front of you.

 

If you wish to see a video of the Vigor locations, please watch this video:

 

 

6DC.jpg  Vigorous Opposition (B)

Killed 75 enemies either with a Vigor or while the enemy is under the effects of a Vigor.

 

To get this, you need to kill a total of 75 enemies with the destructive power of a Vigor ability, or by killing them with a weapon whilst they are stunned by a Vigor. If you played the original BioShock, then the old “1-2 Punch” still works exceedingly well. Use Shock Jockey on any normal enemy to shock them, and then quickly shoot them in the head with any of your weapons for an almost instant kill. Devil’s Kiss and Murder of Crows also work extremely well for this trophy as they deal a good amount of damage and distract enemies for a low Salt cost.

 

If you use the Possession Vigor on an enemy and they kill other enemies, they will count towards this trophy. Furthermore, if you use it on machines or turrets, they will count towards this trophy as well as Mind Over Matter. Thanks to F8l Fool for confirming.

 

All kill-related trophies can be farmed by restarting checkpoints or replaying chapters.

 

743.jpg  More for Your Money (S)

Lured 3 enemies into a single Vigor trap 5 times.

 

This can easily be done with the Devil's Kiss Vigor. Hold down :l1: for a few seconds and release the button to create a trap. Now wait until a group of enemies run into it. The blast radius is quite large, so as long as three enemies get touched by the fire, this will count. There are many areas that have lots of enemies to attempt this. Note that you must set the trap on the floor and lure them to it. Holding down :l1: and throwing it directly at a bunch of enemies will not work.

 

The best place I found to earn this trophy was in Comstock's House when you first meet the Boys of Silence. Deliberately walk into their spotlight to get their attention. They will awaken a large group of enemies dressed in white with George Washington masks. These enemies tend to rush you in one big group rather than hang back and shoot you like normal enemies. Simply lay a few Devil's Kiss or Shock Jockey traps around the area, get the attention of the Boy of Silence, and lead the enemies to the traps. There are four Boys of Silence in this area, so you have a few opportunities to use this method. To be safe, you can always farm this by reloading the checkpoint.

 

For a even easier methods to get this trophy, you could try either of these methods proposed by TriStarKaBoo and Terminator:

 

TriStarKaBoo said:

Just thought I'd mention a really good spot to get the More for Your Money trophy. In the The Graveyard Shift in Shanty Town, there are a bunch of guys sitting around a table having drinks in the main bar. You can drop a Devil's Kiss trap at the feet of one of the guys (I think there is about 5 guys sitting there) and it will explode taking them all out.

 

Reload and repeat until the trophy pops. You reload in the alley out the front of the bar so you can easily spam this. The kills are guaranteed as these are low level goons with no armour. I did this on my first Hard play-through with the basic, un-upgraded Devil's Kiss, trap took them all out, every time.

 

Terminator said:
Another place you can earn "More for Your Money" is during the second Siren fight, she will always have at least 5 creatures around her so charge your Bucking Bronco and let it off in her direction. You are guaranteed to hit all of them, just reload the Checkpoint as needed.

 

578.jpg  Combination Shock (S)

Performed all 8 of the Vigor combinations.

 

A Vigor combination is where you fire two Vigors in quick succession at an enemy to produce a variety of different effects. To do this, make sure you have the two Vigors you want to equip ready in your Vigor slots by selecting them both with the selection wheel (hold :l2:). Then, find the enemy you wish to use the combination on and use a Vigor on him with :l1:. Quickly swap to the second Vigor with :l2: and press :l1: again to fire that at the enemy. If you’ve done it correctly, a notification will appear on the left of your screen. The order you use the Vigors in does not matter, as long as the combination is the same.

 

The 8 Vigor combinations are:

 

  • Bucking Bronco + Charge
  • Bucking Bronco + Devil’s Kiss
  • Devil’s Kiss + Charge
  • Murder of Crows + Devil’s Kiss
  • Murder of Crows + Shock Jockey
  • Possession + Devil’s Kiss
  • Possession + Shock Jockey
  • Undertow + Shock Jockey

If you wish to see a video walkthrough of these combinations, please see the video below:

 

 

BD3.jpg  Mind Over Matter (S)

Killed 20 enemies using Possessed machines.

 

All kills via machines you can possess with the Possession Vigor count towards this trophy, which are machine turrets, explosive turrets and Mosquitos. You should rack up more than enough during the course of the game, but if not a great place to farm this is in one of the first areas in the game: "Raffle Square". After defeating your very first group of enemies, you can possess 2 turrets in the next area, which is again full of enemies. Keep restarting checkpoints and continue killing enemies with Possessed machines until the trophy unlocks.

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82E.jpg  Tear 'em a New One (B)

Opened 30 Tears.

 

Shortly after you meet Elizabeth, she will be able to open "Tears". These Tears, once opened, can summon supportive allies, provide weapons, health, Salts or even create cover and other environmental aids. The Tears are highlighted around the world in a grey colour and can be opened by holding down :square:.

 

There are far more than 30 Tears throughout the game, so you should get this without needing to farm. During large battles there will be a large number of these, so open them during the battle or after it if you prefer. Do note that you must open 30 individual Tears and not the same ones back and forth.

 

792.jpg  Strange Bedfellows (S)

Killed 20 enemies using allies brought in through a Tear.

 

Once Elizabeth can open Tears, they can be used to summon allies such as Motorized Patriots, turrets and Mosquitoes. The Tears are highlighted in grey and labelled as “Turret” or “Motorized Patriot”, meaning you should be able to spot them easily. Once the Tear is opened with :square:, your summoned allies will start firing at the nearest enemy. Be careful as they can still be destroyed by enemy fire (although they will respawn eventually), so it may be wiser to reduce nearby enemies’ health first so they die quicker. As long as the final kill was by an ally, this will count towards the trophy.

 

There are plenty of opportunities to get this long before the end of the game, but if need be this can be farmed by restarting checkpoints or replaying chapters.

 

602.jpg  On the Fly (B)

Killed 30 enemies while riding a Sky-Line.

 

Sky-Lines are very common and can be found throughout the entire story. To get on to a Sky-Line, aim towards a Sky-Line and the word “Attach” will appear on the rails. Press :cross: to jump up. Hold :lsdown: to slow down and kill a total of 30 enemies whilst you are riding the Sky-Line. Note that Sky-Line Strikes will not count towards this trophy; enemies must be killed with your weapons. Kills from the static hooks you can attach to do not count towards this trophy.

 

If need be, this can be farmed by restarting checkpoints or replaying chapters.

 

0CF.jpg  Bolt From the Blue (S)

Killed 5 enemies with a headshot while riding a Sky-Line.

 

This trophy is very similar to On The Fly, except that you must kill 5 enemies with headshots. The Sniper Rifle is the best weapon for this. Use the Sky-Line to get near to an enemy and hold :lsdown: to stop above him. Zoom in with the Sniper Rifle with :r3: and aim for the head. Sometimes enemies will jump up onto the Sky-Line and come over to you and stop to shoot you, making them even easier to shoot as they will be a closer, static target.

 

950.jpg  Hazard Pay (S)

Killed 10 enemies by utilizing environmental hazards.

 

The easiest way to do this is with Tesla Coils. These can be found later in the story, in the area called "The Factory". The Tesla Coils, activated by opening a Tear, will shock and kill enemies that get too close. Just stay close to the Tesla Coil and enemies will run into it eventually. Alternatively, you can also ignite oil with your Devil's Kiss Vigor or electrocute water puddles with Shock Jockey. If the flames or electricity kill an enemy, it will count as an environmental kill.

 

This can be farmed by restarting checkpoints or replaying chapters if need be.

 

C4C.jpg  Bon Voyage (S)

Killed 20 enemies by knocking them off Columbia.

 

Firstly, you will need to get the "Undertow" Vigor, so please see Well Rounded for all Vigor locations. Once you have it, tap :l1: to fire a jet of water at enemies and knock them off edges. This works best against enemies on zeppelins and barges. There is a zeppelin that spawns right after you first obtain “Undertow”, and there is a particular section of the game late on where you fight a large amount of enemies on barges, making this trophy very easy to obtain.

 

This trophy can be farmed by restarting checkpoints or replaying chapters. An easy method to earn this trophy earlier in the game has been found by Terminator:

 

Terminator said:
After you find the Gunsmith's Tools and go through the Tear, you will come to an area with two Sky-Lines. The enemies will jump on the Sky-Line and come after you, so get them to follow you then do a Sky-Line Strike on them whilst they're over the big hole in the middle of the map. Reload the Checkpoint as needed.

 

EC8.jpg  Skeet Shoot (S)

Killed 5 enemies while they are falling.

 

There are a couple of ways to do this. The first is to use a Shotgun and the “Bucking Bronco” Vigor, which makes enemies float for a few seconds. When the effect of Bucking Bronco ends, they will fall back down to the ground and you have a second to shoot them with your Shotgun. By far the easiest method is the following, which was discovered by F8l Fool:

F8L Fool said:
I've found a substantially easier method of unlocking Skeet Shoot.

 

All you have to do is hit a regular enemy with Shock Jockey then immediately follow it up with an Undertow. They will be electrocuted to death in mid-air with minimal effort. You can get all 5 kills the moment after you get Undertow in Chapter 28.

 

If you are playing on a harder difficulty, just get them down to 1/2 or 1/4 health before performing the combo.

 

Here is a video of this method:

 

 

79D.jpg  Lost Weekend (S)

Killed 5 enemies while you are drunk.

 

In order to be drunk, you will need to drink 3 bottles of alcohol, whether it is beer or wine or a combination of both. You will know when you’re drunk as your screen will go blurry and distorted. The most obvious place to find alcohol is in bars. There are three in the story that provide opportunities to get these kills: “Founders’ Lodge” in Raffle Square, “The Graveyard Shift” in Shantytown and the “Salty Oyster Bar” in Emporium. Round up the enemies in the bar first and get them to follow you to where the alcohol is located. Then quickly drink three bottles by highlighting them and pressing :square:, before killing as many enemies as you can before the effect wears off.

 

This is the one trophy I would recommend restarting checkpoints to farm, as unlike the other kill-related trophies, there are very limited opportunities to earn this one. The following video shows this method in “The Graveyard Shift” in Shantytown:

 

 

33C.jpg  David & Goliath (B)

Killed 20 "Heavy Hitter" enemies.

 

This trophy should come naturally whilst playing through the game. There are five types of Heavy Hitters you can kill:

 

  • Crow - These enemies transform quickly around the area by changing into a flock of crows.
  • Fireman - A large, armoured enemy who uses the “Devil’s Kiss” Vigor against you.
  • Handymen - The huge enemies who have massive hands and a visible heart right in the middle of their body.
  • Motorized Patriots - Robots with the face of either George Washington or Abraham Lincoln. They carry a Peppermill Crank Gun (Minigun).
  • Sirens - Ghostly, white enemies who float around the area and resurrect the dead.

Note that the Boys of Silence (enemies who wear a bell-shaped helmet and have trumpets for ears) are also counted as Heavy Hitters, but it is impossible to kill them. They can only be avoided.

 

There are well over 50 killable Heavy Hitters throughout the game, many of whom have to be killed before you can progress. Therefore, there should be no need to farm this and it should be practically unmissable.

 

1E4.jpg  Heartbreaker (B)

Killed a Handyman by only shooting his heart.

 

You will encounter the first Handyman in an area called "The Plaza of Zeal" after leaving the Gunsmith Shop for the first time. The heart of the Handyman is an orange glowing machine within a glass casing on his chest. In the same area where the Handyman spawns is a Sniper Rifle. Grab it and wait until the Handyman stops for a moment. Sometimes he will stand still for a second to protect the heart with his hand. That's when you need to aim with :r3:. As soon as he stops protecting the heart, shoot it immediately. You have to do this 6 times in a row, without hitting any other body part. If you miss, simply restart the checkpoint to try it again.

 

Bear the following tips in mind when attempting this trophy:

 

  • Play on Easy difficulty.
  • Do not use any Vigors at all against the Handyman. All Vigors do a little bit of damage, which counts as hitting his entire body.
  • Do not equip any piece of gear that automatically hurts attacking enemies, as this will damage him slightly.

For a video walkthrough of this method, please see the video below:

 

 

A much simpler method has been found which shows you how to earn this trophy with little effort. Thanks to Maka for the vid:

 

Edited by Viper
Editorial Sweep
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994.jpg  Dress for Success (S)

Equipped a piece of Gear in all four slots.

 

There are four slots to equip a piece of Gear in: Hat, Shirt, Pants and Boots. Equipping various types of Gear augments your abilities, improving areas such as Vigors, weapons, melee damage, defensive capabilities, reloading and more. Early on, various items of Gear can be found on your natural path, but the most useful ones are found later either by exploring (Gear is usually found in areas behind locks that you can pick with Elizabeth) or by picking them up from a defeated Handyman. When you pick up the first piece of Gear for a new slot with :square:, you will be told what benefit it gives you. Press :cross: and the Gear will be equipped.

 

This trophy should come naturally early on in the story, at the latest after you defeat your first Handyman in The Plaza of Zeal. If you have already bought the Season Pass and have access to the Early Bird Special Pack, upon entering the Blue Ribbon Restaurant at the beginning of the game you will be provided with four items of Gear (one for each slot). Simply equip this Gear and you will unlock this trophy extremely early.

 

75F.jpg  Kitted Out (B)

Fully upgraded one weapon and one Vigor.

 

[MISSABLE] For this trophy, you will need to buy four upgrades for a particular weapon and two upgrades for a particular Vigor in one playthrough. The earliest this trophy can be unlocked is in Chapter 28: “The Factory”, as this is when the fourth weapon upgrades are available from the vending machine.

 

To upgrade a weapon, visit one of the many “Minuteman’s Armoury” vending machines around Columbia. You will be presented with a list of upgrades for your weapons, along with their price. The cheapest weapon to upgrade fully is the Pistol ($1077), but I would fully recommend upgrading a stronger weapon that you will use throughout the game such as the Machine Gun or the Shotgun. These are slightly more expensive ($1375 and $1326 respectively) but are well worth it in the long run. Furthermore, the extra cost helps work towards the Grand Largesse trophy.

 

To upgrade a Vigor, visit one of the many “Veni Vidi Vigor” vending machines around Columbia. A list of upgrades for your Vigors will be shown. The cheapest Vigor to fully upgrade is “Bucking Bronco”, which costs $1198 to upgrade fully. However, I strongly recommend fully upgrading “Possession” as soon as you can. Not only is it the most useful Vigor (particularly on harder difficulties), but you are forced by the game to buy the first upgrade anyway. Upgrading “Possession” will cost a total of $1703.

 

ADD.jpg  Raising the Bar (B)

Upgraded one attribute (Health, Shield, or Salts) to its maximum level.

 

[MISSABLE] See Infused with Greatness below for more details.

 

D5C.jpg  Infused with Greatness (B)

Collected every Infusion upgrade in a single game.

 

[MISSABLE] There are 25 Infusion upgrades (including the unmissable Shield upgrade given to you at the beginning) located around Columbia that are required for this trophy. When you find an Infusion, you have the choice to upgrade Booker’s Health, Shield or Salts. Each attribute has 10 available upgrades, for a total of 30. The remaining 5 Infusions left over are available with the Early Bird Special Pack DLC, which comes free with the Season Pass. These will be given to you upon entering the Blue Ribbon Restaurant at the beginning of the game and they do count towards this trophy, meaning that you can afford to miss 5 of the ones dotted around Columbia (thanks to CODEx Vip3r for confirming this).

 

Once you use an Infusion you cannot reassign it, so I recommend filling out all ten Shield or Salts (depending on your play style) slots first to ensure that you do not miss Raising the Bar. All Infusions must be obtained within a single game. Therefore if you miss one, you can go back to the one you missed in Chapter Select, but you will have to play through to the end of the game from that point and collect all 25. You cannot, for example, get 20 on one playthrough and then pick up the 5 you missed on a second playthrough. Furthermore, this is the only collectable trophy that doesn’t notify you with an in-game progress-tracker as you go along. Therefore, I fully recommend using PowerPyx’s collectable guide to ensure you don’t miss any.

 

014.jpg  Sightseer (B)

Used all telescopes and Kinetoscopes in the game.

 

[MISSABLE] There are 37 Telescopes and Kinetoscopes in the game. Telescopes are what you’d expect, offering a close-up view of the various buildings and monuments in Columbia, whilst Kinetoscopes are machines that you look into which each play a small vignette loosely related to the story and events in the game. You can activate both objects by approaching them and holding :square: for a couple of seconds.

 

Every time you view a new Telescope or Kinetoscope, the game will notify you of your progress out of 37 towards the trophy. These are carried across multiple playthroughs and can be earned via Chapter Select, so you do not have to get them all in one run. However, the game very unhelpfully does not tell you which ones you already have, so unless you have an amazing memory or have noted down exactly which ones you’ve already got, you will likely be searching around for hours trying to find one you haven’t picked up yet. Therefore, I highly recommend you follow PowerPyx’s collectable guide to ensure you don’t miss any on your first run through.

 

E8D.jpg  The Roguish Type (S)

Used Elizabeth to pick 30 locks.

 

Throughout the game, Elizabeth will be required to pick many locks to progress. These are very obvious and will be in the shape of a shiny circular padlock in the middle of a gate. To get her to pick a lock, highlight it and hold :square:. Note that she cannot do this whilst she is talking or the player is in combat.

 

There are between 20-25 locks that Elizabeth will open naturally in the story with a hairpin, but there are other locks (usually ones hiding Infusions, Gear or large sums of cash) that require a certain number of lockpicks (either 3 or 5) in order to be picked. Lockpicks can be found as regular loot in crates or simply lying around, and can also be bought at vending machines.

 

Opening safes with lockpicks also counts towards this trophy, but I would recommend leaving them be, as they only ever contain money. It is much more important to save your lockpicks for the padlocked gates which guard collectables, as lockpicks aren’t overly abundant and you don’t want to be left without enough when you need one to open a gate.

 

This trophy is cumulative across all your playthroughs, so you will certainly get it on your second playthrough if not your first.

Edited by Viper
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425.jpg  Eavesdropper (S)

Collected every Voxophone.

[MISSABLE] There are 80 Voxophones to find in the game. They look very similar to the audio diaries from the original BioShock and provide background information to the story. To pick up a Voxophone, highlight it and hold :square:.

 

Every time you pick up a new Voxophone, the game will notify you of your progress out of 80 towards the trophy. These are carried across multiple playthroughs and can be earned via Chapter Select, so you do not have to get them all in one run. However, on subsequent playthroughs the game very unhelpfully does not tell you which ones you already have, so unless you have an amazing memory or have noted down exactly which ones you’ve already got on a previous playthrough, you will likely be searching around for hours trying to find one you haven’t picked up yet. Therefore, I highly recommend you follow PowerPyx’s collectable guide to ensure you don’t miss any on your first run through.

 

At the end of your playthrough, you can check the names of the Voxophones you have collected by pressing :select: in-game and pressing :r1: four times to scroll across to the "Voxophones" tab. This way, you can see which ones you have already collected, and if you are missing any you can use the following list to check against your in-game list to see which one's you're missing and then pick up via Chapter Select:

 

List of Voxophones:

 

The following list of Voxophones corresponds with the order presented in PowerPyx's collectable guide. Therefore, if you are missing some, check off the names you have and find the ones you're missing from the corresponding chapter and video in his guide:

 

Spoiler

Chapter 1 - Lighthouse

 

No Voxophones.

 

Chapter 2 - Welcome Center

 

#1 Love The Sinner

#2 Undeserving

#3 Everyman, All At Once

#4 For I Am Lonely, Too

 

Chapter 3 - Raffle Square

 

#1 Solution To Your Problems

 

Chapter 4 - Comstock Center Rooftops

 

#1 Half A Jew

#2 Otis’ Nimble Fingers

#3 A New Hunt

#4 The Gift Of The Emancipator

#5 The Lie Of The Emancipator

#6 Symbols Of Our lady

 

Chapter 5 - Monument Island Gateway

 

#1 Another Ark For Another Time

 

Chapter 6 - Monument Tower

 

#1 Tiger By The Tail

#2 To: R. Thompson RE: Fuses

#3 A Reward, Deferred

#4 The Source Of Her Power

 

Chapter 7 - Battleship Bay

 

#1 Born In The River

#2 Heaven

#3 A Dog’s Loyalty

#4 Take Her Alive

#5 The Golden Path To Heaven

 

Chapter 8 - Soldier’s Field

 

#1 A Place In The World

#2 I Am His Mirror

#3 Viewing The Infinite

#4 Never Seen The Face

#5 Vox Contraband Inventory

#6 A True Soldier

#7 Their Sun Is Setting

#8 A Final Stand

 

Chapter 9 - The Hall Of Heroes

 

#1 Comrades Of Necessity

 

Chapter 10 - Inside The Hall Of Heroes

 

#1 Unconditional

 

Chapter 11 - Hall Of Heroes Gift Shop

 

#1 A Soldier’s Death

 

Chapter 12 - Return To The Hall Of Heroes Plaza

 

#1 Calling You Out

 

Chapter 13 - Finkton Docks

 

#1 God’s Blueprint

 

Chapter 14 - Beggar’s Wharf

 

#1 Shame Of My Service

 

Chapter 15 - Fort Franklin Pier

 

No Voxophones.

 

Chapter 16 - Worker Induction Center

 

No Voxophones.

 

Chapter 17 - Finkton Proper

 

#1 A Product Like Any Other

#2 Seed Of A Lie

 

Chapter 18 - The Plaza Of Zeal

 

#1 The Invisible Colour

#2 We’ve Need Of A Shepherd

 

Chapter 19 - The Good Time Club

 

#1 Changing My Tune

#2 His Design For Cruelty

 

Chapter 20 - The Plaza Of Zeal (Return)

 

#1 A Truer Allegiance

 

Chapter 21 - The Gunsmith Shop

 

No Voxophones.

 

Chapter 22 - Shantytown

 

#1 Fanning A Flame

#2 Trapped

 

Chapter 23 - The Bull House Impound

 

#1 Terminated

#2 That Goddamn Key

#3 Kindling

 

Chapter 24 - The Bull Yard

 

#1 That Eternal Shore

#2 Drawing Dead

 

Chapter 25 - Finkton Proper

 

No Voxophones.

 

Chapter 26 - On To The Factory

 

#1 All Debts Paid

 

Chapter 27 - The Factory Courtyard

 

No Voxophones.

 

Chapter 28 - The Factory

 

#1 A Child Needs A Protector

#2 Apology

 

Chapter 29 - Emporia

 

No Voxophones.

 

Chapter 30 - Port Prosperity

 

#1 Coming For Comstock

#2 Whispers Through The Wall

#3 A Window

#4 Sally

#5 One And The Same

 

Chapter 31 - Downtown Emporia

 

#1 A City, Suspended

#2 Beyond Redemption

#3 The True Colour Of My Skin

#4 Pen Pal

 

Chapter 32 - Memorial Gardens

 

#1 Out Of The Thin Air

#2 A Theory On Our “Death”

#3 On The Entropy Of Genes

#4 Child Of Science

#5 The Imagination Of God

#6 No Longer

#7 A Broken Circle

#8 The Customer Is Late

 

Chapter 33 - Comstock House

 

#1 A Leash

 

Chapter 34 - The Atrium

 

#1 The Value Of Choice

#2 Debts

#3 A Last Chance

#4 Smothered In The Crib

 

Chapter 35 - Warden’s Office

 

#1 Ending It

 

Chapter 36 - Operating Theatre

 

#1 Pavlov’s Bell

 

Chapter 37 - Hand Of The Prophet

 

#1 An Ultimatum

 

Chapter 38 - Hangar Deck

 

#1 What’s Done Is Done

 

Chapter 39 - Engineering Deck

 

#1 The Prophet Is Dying

#2 The Mirror Of Sin

 

Chapter 40 - Command Deck

 

No Voxophones.

 

Chapter 41 - Sea Of Doors

 

No Voxophones.

 

8F9.jpg  Grand Largesse (B)

Spent $10,000 at the vending machines of Columbia.

 

There are three types of vending machines in Columbia: the “Dollar Bill” general store, the “Minuteman’s Armoury” weapons upgrade vendor and the “Veni Vidi Vigor” Vigor upgrade store. Money spent at all three of these count towards this trophy. It is also cumulative across all playthroughs, so you should easily get this on your second run if you hadn’t already in your first.

 

The best way to earn $10,000 is by looting everything. Take your time to search every available container and dead enemy, and you will find your money increasing very quickly. It sounds obvious, but try not to die too often, as this results in you losing money every time. If you upgrade your weapons and Vigors frequently, as well as buying Health, Salts and Ammo supplies, this trophy will unlock before you know it.

 

There is no notification in-game that tells you how much you’ve spent at vending machines, but there is an exploit. Simply spend all your cash at a vending machine and reload the checkpoint. You will have all your cash again, but the amount you previously spent will still have counted. If you want to get this trophy out of the way early, keep repeating this until you’ve “spent” $10,000.

 

59A.jpg  Coins in the Cushion (S)

Looted 200 containers.

 

“Looting” refers to the action of pressing :square: on any container and then taking the contents with either :cross: (individually) or :square: (“take all”). Any container you come across counts towards this (such as crates, barrels, trash cans, cash registers, cabinets etc.) except for dead bodies. Individual items also do not count; they have to be in a container.

 

If you loot every container you see by running around and spamming :square:, you should get this before halfway in the story. I personally unlocked it in Shantytown after looting almost all of the containers I came across. The trophy is cumulative across multiple playthroughs and tracked in-game too so you can check your progress.

Edited by Viper
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878.jpg  Scavenger Hunt (G)

Completed the game in 1999 Mode without purchasing anything from a Dollar Bill machine.

 

1999 Mode is the hardest difficulty in the game. Not only do enemies have a lot more health, but they do a lot more damage to you. There is no Aim Assist and ammo is in less frequent supply, meaning you have to carefully manage your weapons and Vigors to gain as much of an advantage as you can. Your objective marker is also removed, so you really have to know your way around the map and exactly where you’re going. To compound your woes, you are not allowed to purchase anything from a “Dollar Bill” vending machine. You can, however, buy upgrades from “Minuteman’s Armoury” and “Veni Vidi Vigor” machines. If you accidentally access the "Dollar Bill" machine, do not worry as only actually buying something from it will lock you out of this trophy.

 

Just like in the other difficulties, you will be revived when you die. However, in 1999 Mode it costs $100 per respawn, and if you run out of money you will be sent to the Main Menu and you will have to reload your save from the beginning of the last Chapter. There is an exploit for this if you have no money however, which is to pause the game when you die and choose “Reload Checkpoint” from the menu. This will set you back to your last autosave, which are far more frequent checkpoints than the beginning of Chapters.

 

Tips and Strategies:

 

  • The first and most important thing you should remember is patience. If you run headlong into a fight, you're going to have a bad time. You will die extremely quickly if outnumbered, so hang back and try pick enemies off. Use cover as much as possible, either using the environment or the specific Tears labelled "Cover".
  • Following on from this, the Sniper Rifle is your best friend. Always have it with you as your primary weapon and upgrade it as quickly as possible. This way, you can stay out of the heat of battle and pick enemies off from a distance. If you take damage, take cover until your shield regenerates before popping out again.
  • Your secondary weapon should either be the Shotgun or the Hand Cannon (depending on their availability and the amount of ammo you have, or just your personal preference), so upgrade these next. The Volley Gun is also useful as it does a lot of damage and has more range than Shotgun and Hand Cannon. When fully upgraded, headshots are one-shot kills on normal enemies even on 1999 Mode and do significant damage to the more powerful enemies if combined with Shock Jockey for the "1-2 Punch". Weapons such as the Pistol and Machine Gun are useless in this mode. Even if upgraded with damage and ammo capacity upgrades, you will expend most of your clip taking down just a couple of enemies.
  • The Possession Vigor is absolutely vital. Make sure that this is the first one you fully upgrade. Every time you are about to fight, scout the area for any turrets or machines you can Possess to greatly help you thin out the enemies. Also use it immediately on any heavily armoured or RPG enemies as they will distract enemies, allowing you pick them off with you sniper. They will then commit suicide once the effect wears off, meaning you don't have to deal with them yourself. Using Possession on Patriots not only turns them on other enemies, but makes them turn around and expose the weak point on their backs, allowing for a much easier kill. Possessing vending machines will also give you as much as $40 (but only once), which is useful for buying upgrades.
  • Other Vigors are good for certain situations. The secondary Vigor I used the most was Bucking Bronco. Even the vanilla version hits multiple enemies at once and throws them in the air (meaning you can do significantly more damage with your weapons), whereas Shock Jockey and Devil's Kiss only affect individual enemies unless powered up wth expensive upgrades. Murder of Crows is great for staggering multiple enemies at once, giving you an opportunity to take them out or run into cover and recover your shield. Undertow is an excellent Vigor to use when outside, as you can push many enemies off the edges of Columbia and conserve ammo. Return to Sender is particularly useful for enemies with a lot of firepower such as Patriots. You can absorb a lot of bullets before unleashing it back on them to deal considerable damage.
  • Collect as many Infusions as you can during your playthrough. Use the guide listed under the Infused with Greatness trophy description for locations. If you have bought the Season Pass, the "Early Bird DLC pack" will greatly help you wth this as it will give you 5 Infusions from the start when you pick them up in the Blue Ribbon Restaurant. I recommend fully upgrading health first with perhaps one or two Salt upgrades thrown in, before focusing on Salts second and finally Shield.
  • You don't always have to fight! Many battles can be skipped by running past the enemy and opening a door or activating a switch. Of particular note is that only the second Handyman fight is unavoidable, the other three can be skipped by quickly rushing to the next area.
  • Elizabeth isn't just your AI partner; she is also incredibly useful. During fights, if you are running low she will provide you with health packs, Salts and ammo. When the prompt appears, press :square: to catch the items she throws at you. You are also invincible when this animation is playing.
  • Loot everything you come across. The money you earn from this will be invaluable, as will the ammo. If you know you are about to enter a fight and you are near max health or Salts, don't pick up health packs or Salt bottles in containers just for the sake of it. Be smart and memorise where the container is, and during the fight head back there for the resource if you are running low.
  • The absolute best piece of Gear is "Winter Shield". This gives you 10 seconds of invincibility every time you jump on and off a Sky-Line or freight hook without any form of cooldown. This makes every outdoor fight where there is a Sky-Line (such as all of the Handyman fights) a breeze. Coupled with Fire Bird (fire damage to all enemies within a small radius of your landing point), you can just keep jumping to a Sky-Line and attacking each individual enemy with Sky-Line Strikes at the cost of no ammo and no health loss.
  • A great piece of Gear for indoor battles is "Blood To Salt", which gives you a 40% chance of automatically receiving Salt packs when you kill an enemy. This is particularly useful for players who tend to use Vigors more than weapons.
  • Unfortunately, each piece of Gear is random. Therefore, you may get the ones mentioned above right at the start of the game, near the end, or not at all. However, there is a workaround. When you find a piece of Gear and it is not to your liking, pause the game and restart the checkpoint. Find the piece of Gear again and it will be something completely different. Do this as many times as required until you get the one you want.
  • If you are struggling on any particular section, you may want to check out this thread which contains a wide variety of tips from different players: The Official 1999 Mode Progress/Help Thread

Infinite money and lockpicks exploit:

 

You can farm unlimited money and lockpicks in Chapter 12: "Return to Hall of Heroes Plaza". This is immediately after exiting the Hall of Heroes. Farming lockpicks will come in handy when going for all of the collectables as some collectables are behind locked doors that require lockpicks to open. The maxiumum amount of lockpicks you can carry is 30, which is more than enough to open all the locks from this point in the game onwards.

 

The money farming can be a big help on your 1999 Mode playthrough, as you get a random amount of money (anywhere between $10 and $40) everytime you possess this particular machine. You can use the money to first upgrade the weapons and Vigors you want, and after that, you can use the money to cover the $100 cost of your deaths. Farming the money does take some time, but if you farm this for an hour or two, you will have thousands of coins to have as back-up for when you die.

 

For the farming method, follow the steps below:

1) Possess the Dollar Bill vending machine on the left side, after leaving the Hall of Heroes.

2) Use the Sky-Line on the right-hand side until you come to a platform. There are some enemies on the platform. Jump down and pick up the lockpick. It's on a wooden plank under the stairs.

3) Return to the Hall of Heroes, refill your Salts with the Salt machine if needed (can be refilled unlimited times).

4) Go back outside and repeat what you did earlier. The machine can be possessed again and the lockpicks respawn.

 

If you kill the enemies in front of the Hall of Heroes, they won't respawn. So you can keep farming without having any trouble with them.

 

Here is a video walkthrough explaining this method (thanks PowerPyx😞

 

 

Note: This exploit has been patched somewhat. You can still repeatedly farm the vending machine for coins, but you'll only get around 500 per hour as opposed to the thousands you used to get. It probably isn't worth farming now, as you should have more than enough money to get through 1999 if you consistently loot and search everywhere. It is handy, however, to max out on lockpicks.

 

Of course, if you delete your game data and decline the numerous patches, this method will still work.

Edited by Viper
Exploit patch note.
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The guide is open for comments! Feel free to leave any feedback/criticism; it's all appreciated :)

 

To the 2 or 3 impatient people who kept interrupting halfway through saying "Please don't post incomplete guides": I've written many guides for this site, I know what I'm doing. If you'd written them yourself, you'd know some hard editing is required so the transition from Word to forum is smooth with regards to BB Code and formatting. It takes more than 30 seconds to upload a post. You posting that just makes it take longer as I have to stop what I'm doing, PM a Mod to get the posts deleted, and then regain my train of thought.

 

Aaaaanyway, I imagine there are a couple of errors in here still as I've been writing solidly for over 12 hours, so I'm a bit exhausted. I'm going to get some sleep too before I read it through again and sweep it with a clear mind. Thanks for your understanding! :)

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yes I saw the ignorant douche that posted saying not to post incomplete guides, lol.

 

Anyways, looks good. Pretty straight forward platinum.

 

Yeah, the 6/10 is a placeholder for now. I've got through roughly 1/3 of 1999 Mode and had no major issues so far. It's definitely easier than Survivor/No Vita-Chambers on BioShock 1. I imagine there's a couple of points later on that will be really tough though, as they were hard even on Normal.

 

The difficulty will be replaced by the official Platinum Difficulty rating in a week or so when it gets a few votes, it's just my rough estimate at the moment :)

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The game does keep track of which voxophones you have collected and you can chapter select to get the ones you missed...if you have a guide that lists them by name that is....I would say that this trophy is not missable in the sense it would take an entire playthrough of searching to find the one u missed....

 

The sightseer however, would be considered missable as the game does not keep track of which telescopes or kinetoscopes have been looked into and without keeping track of them yourself could take an entire playthrough of searching....

Edited by CODEx_Vip3r
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Hate it when people interrupt a guide being posted, glad that got resolved quickly though. Guide looks good so I don't know what they're talking about "incomplete" :)

 

They were posted between what is now Posts #5 - #6 and #8 - #9 as you can probably tell from the timestamps :p So the guide wasn't fully uploaded, hence "incomplete". I'm not a superhuman editing machine! Anyway, it's all sorted now and it's up :)

 

Awesome jobs folks! thanks for this... I will be starting the game this weekend and it comes very helpful, thanks for the collectibles PP you did a terrific job again :applause:

 

Thanks leptonic, I hope you enjoy the game as much as I did! And I agree, none of this would be possible without PP, he is literally the Collectable God :p

 

The game does keep track of which voxophones you have collected and you can chapter select to get the ones you missed...if you have a guide that lists them by name that is....I would say that this trophy is not missable in the sense it would take an entire playthrough of searching to find the one u missed....

 

The sightseer however, would be considered missable as the game does not keep track of which telescopes or kinetoscopes have been looked into and without keeping track of them yourself could take an entire playthrough of searching....

 

Yeah, PowerPyx and I debated long and hard about which trophies we should define as "missable", since Sightseer and Eavesdropper can technically be achieved through Chapter Select provided you have a written checklist and had ticked off everyone you had. However, since this is designed to be the most convenient method to get the trophies, we agreed that we should list it as missable so that users of the guide are completely aware of exactly why it's tricky, rather than potentially skipping over it and finding themselves in trouble by not seeing the [MISSABLE] warning. I could think of nothing worse than finding 75 or so Voxophones and not knowing which one's you'd picked up :p

 

If the game is patched with an in-game checklist of the Voxophones/Telescopes/Kinetoscopes that you've already picked up, we'll consider revising it, but as it is, it's much better to highlight it for convenience.

Edited by Darth_Krid
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Great guide I started my campaign last night, but will look at it for anything I missed and try and get it all 100% on 2nd playthrough.

 

 

 

 

So I'm confused if I collect about 85% of all collectible items on playthrough number 1, will those 85% of items be missing on playthrough 2 or will they reset? You said that the game stacks them across all playthroughs.

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great guide. i will be using it for my 1999 playthrough.

 

does anyone know if u can keep playing after u beat the game? ive read something about chapter select... but i wanted to see if im stuck making a new game when i beat it or can i go back and collect everything?

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Great guide I started my campaign last night, but will look at it for anything I missed and try and get it all 100% on 2nd playthrough.

 

So I'm confused if I collect about 85% of all collectible items on playthrough number 1, will those 85% of items be missing on playthrough 2 or will they reset? You said that the game stacks them across all playthroughs.

 

They'll be reset, as in all the Voxophones will be in Columbia. There's no New Game + option, so you'll basically be restarting from scracth except all statistics are carried over.

 

So let's say for example, at the start of the game there's a room with three Voxophones. On your first playthrough, you picked two up but missed one. On your second playthrough, it's a completely new game, but when you pick up the first two, nothing will happen as you've technically already "got it". However, if you this time pick up the third one, a notification on your screen will come up saying Eavesdropper: */80 (with * representing the number you got on your first playthrough +1). Hope this makes sense. It's a bit of a silly system. It'd be just easier to say "get all in one playthrough", so at least you know it's missable :p

 

great guide. i will be using it for my 1999 playthrough.

 

does anyone know if u can keep playing after u beat the game? ive read something about chapter select... but i wanted to see if im stuck making a new game when i beat it or can i go back and collect everything?

 

No, you can't, not in the traditional sense. Chapter Select doesn't work like normal games (if you hadn't noticed, things are backwards here :p). Each Chapter Select is based off your Autosave at that point. So if you reload the second Chapter, you'll have your exact same loadout/money etc. you had when you first started that Chapter. It's more like loading an old save than a new Chapter. The only difference is, your kills/collectables/general statistics are saved from your completed game, meaning you can go back and farm a certain Chapter or get a collectable if you are 100% sure which one you're missing.

 

Hope this clears stuff up. I know it's quite confusing. When I sweep my guide later I'll try and clarify these points as best I can :)

Edited by Darth_Krid
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  • Viper changed the title to BioShock Infinite Trophy Guide & Roadmap

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