BioShock · Volume 3 of 3BioShock Infinite - The Complete 100% Walkthrough
Every level. All 80 Voxophones and all 43 telescopes/Kinetoscopes. Every trophy, including the Platinum, all 8 Vigors, and both Burial at Sea episodes in full. Written for BioShock: The Collection on PS4/PS5/Xbox/PC; where the original 2013 release differs, the difference is noted.
1. What "100%" Means in BioShock Infinite
BioShock Infinite (Irrational Games, 2013; remastered into BioShock: The Collection, 2016) trades Rapture's pressure and rust for Columbia, a city that floats because its founder decided America's manifest destiny should have a third dimension. Booker DeWitt is sent to retrieve a young woman and wipe away a debt; what he actually finds is Elizabeth, a Songbird, and a version of himself he'd rather not know about.
Everything here plus two full DLC episodes lands on one 81-trophy list:
- The story and its difficulty tiers: one playthrough, plus 1999 Mode (the hardest, unlocked only after a first clear or the Konami Code) for the Gold Scavenger Hunt — the one trophy that's genuinely difficulty-gated.
- 80 Voxophones: the Silver Eavesdropper wants every one. Grouped across 14 real playable areas, not the 40 numbered chapter-checkpoints a walkthrough splits the game into — a chapter and an area are not the same thing here, and this guide is explicit about which is which.
- 43 telescopes and Kinetoscopes: the Bronze Sightseer. (BioShock Infinite's own trophy text cites "37" — this guide's routed count is higher; see §20 for why.)
- 8 Vigors: BioShock's Plasmids, reworked. Well Rounded wants a kill with each; Combination Shock wants all 8 trap-plus-detonate combinations.
- 24 Infusions: permanent Health/Shield/Salts boosts. Infused with Greatness wants every one in a single playthrough — several are missable once an area's one-way exit closes behind you.
- Clash in the Clouds: a horde-mode side arena, no story tie, 60 waves across 4 arenas, its own 10 trophies.
- Burial at Sea, Episodes 1 and 2: two self-contained story episodes set in Rapture, each with its own collectibles and 10 trophies.
Tip. BioShock Infinite has no chapter-select, same as the other two games on this site. Areas seal behind you as the story moves on; sweep a level's rooms before its exit cutscene starts.
Spoiler policy
The routes below describe what happens in each area, in a line, not a retelling. Columbia's two biggest turns — what Elizabeth's powers actually are, and what the ending decides — stay unspoiled here.
2. How to Use This Guide
Two kinds of pickup get an inline badge, in route order, restarting at 1 in every area:
| Badge | Type | Total | Counts toward |
|---|---|---|---|
| JE | Voxophone | 80 | Eavesdropper |
| P | Telescope / Kinetoscope | 43 | Sightseer |
An entry like JE3 Everyman, All at Once means "the third Voxophone of the current area, in route order." This guide groups its walkthrough by 14 real playable areas, each of which spans one or more of the game's 40 numbered chapter-checkpoints (the checkpoint names are given so you can match them to your own save/chapter-select menu) — grouping by chapter instead of area is exactly the mistake that caused an earlier draft of this guide's own research to badly over-count Voxophones, so the area grouping is deliberate, not a simplification.
Voxophones and telescopes hide the same way collectibles did in Rapture: desks, shelves, corpses, the odd locked office. Nothing here needs a special tool to find — just a habit of checking every room before you leave it.
3. The Road to 100%
flowchart TD
P1["Playthrough 1 - Normal or Hard<br/>All 80 Voxophones, all 43 telescopes/Kinetoscopes<br/>All 24 Infusions, all 8 Vigors<br/>Clash in the Clouds and both Burial at Sea episodes"] --> CHECK["Trophy audit<br/>Eavesdropper, Sightseer, Infused with Greatness"]
CHECK --> NG["New playthrough - 1999 Mode<br/>(unlock via a first clear, or the Konami Code on the main menu)"]
NG --> SH["Scavenger Hunt<br/>Finish 1999 Mode without buying anything<br/>from a Dollar Bill vending machine"]
SH --> PLAT(["PLATINUM: Platinum Columbia"])
One collection playthrough, then one constrained 1999 Mode run for the game's single hard-gated trophy.
Why this order?
- Collect everything on the first pass. No chapter-select means this is your one real shot at Voxophones, telescopes and Infusions before an area's exit seals it.
- Infusions are the one genuinely missable category. Each bottle permanently raises Health, Shield or Salts, and the choice is locked in at pickup — no vending machine ever lets you move points later. Grab every one you find; there's no farming them back.
- 1999 Mode is a constraint, not just a difficulty. Scavenger Hunt wants a full clear on 1999 Mode without a single Dollar Bill vending-machine purchase — plan a stingy loadout rather than treating it as a normal hard-mode run.
- Clash in the Clouds and Burial at Sea have no dependency on the main campaign's progress beyond being separate menu entries — do them whenever, before or after the main story.
Where the game takes you
timeline
title Columbia, one area at a time
section Arrival - Town Center through Monument Island
Town Center : The Lighthouse, the baptism, the raffle that goes wrong
Comstock Center Rooftops : The manhunt begins
Monument Island : Elizabeth is freed, Songbird's first move
section Finkton - Battleship Bay through Finkton Proper
Battleship Bay : Songbird downs the airship
Soldier's Field and Hall of Heroes : Cornelius Slate's demand for a soldier's death
Finkton Docks and Finkton Proper : Chen Lin, Daisy Fitzroy, and an armed Vox Populi
section Emporia - Shantytown through Downtown Emporia
Shantytown and The Factory : Seizing an airship out of Finkton
Emporia and Downtown Emporia : The Comstock family crypt and its ghost
section The finale - Comstock House and Hand of the Prophet
Comstock House : Where Elizabeth was raised, and Songbird's leash
Hand of the Prophet : Comstock's flagship, and the ending
Fourteen areas, four acts. Downtown Emporia carries the single heaviest Voxophone count in the game.
4. Mechanics Worth Knowing Before You Start
- Sky-Hook and Sky-Lines. The Sky-Hook is Booker's melee weapon and the tool for riding Columbia's magnetic rail network. A Sky-Line Strike (jumping off a line onto a target below) instakills unarmored enemies; a Sky-Hook Execution (holding melee on a critically wounded human) only works on humans, never Handymen or Patriots.
- Tears pull in allies, cover, supplies or hazards from parallel Columbias — 2-3 selectable per fight, one active at a time. Elizabeth also tosses Booker supplies mid-fight unprompted and revives him if downed, standing in for BioShock 1/2's Vita-Chambers outside 1999 Mode.
- 8 Vigor combinations (trap one Vigor, detonate with a second) count toward Combination Shock: Bucking Bronco+Charge, Bucking Bronco+Devil's Kiss, Devil's Kiss+Charge, Murder of Crows+Devil's Kiss, Murder of Crows+Shock Jockey, Undertow+Shock Jockey, Possession+Shock Jockey, Possession+Devil's Kiss.
- Handyman: weak point is the glowing heart in its chest; an all-heart kill is Heartbreaker. Motorized Patriot: weak point is a back-mounted mechanism it normally keeps turned away — Shock Jockey or Bucking Bronco forces it into view.
- Difficulty ladder: Easy → Normal → Hard → 1999 Mode (unlocked only after a first campaign clear, or via the Konami Code — Up, Up, Down, Down, Left, Right, Left, Right, B, A — on the main menu). Difficulty trophies stack downward: a single 1999 Mode clear also awards Tin Soldier, Saw the Elephant and Stone Cold Pinkerton.
- Gear: four slots (Hats, Shirts, Pants, Boots), one active item each. Gear is loot-only in the shipped game — the in-fiction Mendelssohn Kinematic Couture vending machines are unused set-dressing and cannot be purchased from.
- Infusions: 24 bottles, each a permanent +15% to Health, Shield or Salts (max 10 increases per stat). The choice is made at pickup and cannot be reassigned later.
Warning. Scavenger Hunt is not a collectible-completion trophy — its exact wording is "Completed the game in 1999 Mode without purchasing anything from a Dollar Bill vending machine." Purchases at Veni! Vidi! Vigor! or Minuteman's Armory do not fail it; only Dollar Bill machines count, and even opening one's menu without buying is safe.
5. The Master Checklist
Fourteen real playable areas, each spanning the numbered chapter-checkpoints given in parentheses.
| Area | Chapters | Voxophones | Telescopes/Kinetoscopes | Running Total |
|---|---|---|---|---|
| 1 - Town Center | The Lighthouse, Welcome Center, Raffle Square | 5 | 4 | 5 |
| 2 - Comstock Center Rooftops | Comstock Center Rooftops | 6 | 5 | 11 |
| 3 - Monument Island | Monument Island Gateway, Monument Tower | 5 | 2 | 16 |
| 4 - Battleship Bay | Battleship Bay | 5 | 6 | 21 |
| 5 - Soldier's Field | Soldier's Field | 9 | 3 | 30 |
| 6 - Hall of Heroes | Hall of Heroes, Inside the Hall of Heroes, Hall of Heroes Gift Shop, Return to Hall of Heroes | 3 | 3 | 33 |
| 7 - Finkton Docks | Finkton Docks, Beggar's Wharf, Fort Franklin Pier, Worker Induction Center | 4 | 2 | 37 |
| 8 - Finkton Proper | Finkton Proper, Plaza of Zeal, The Good Time Club, Return to Plaza of Zeal, Gunsmith's Shop | 6 | 4 | 43 |
| 9 - Shantytown | Shantytown, Bull House Impound, Bull Yard | 7 | 2 | 50 |
| 10 - The Factory | On to the Factory, Factory Courtyard, The Factory | 2 | 1 | 52 |
| 11 - Emporia | Emporia, Port Prosperity | 5 | 2 | 57 |
| 12 - Downtown Emporia | Downtown Emporia, Memorial Gardens | 12 | 5 | 69 |
| 13 - Comstock House | Comstock House, The Atrium, Warden's Office, Operating Theatre | 8 | 4 | 77 |
| 14 - Hand of the Prophet | Hand of the Prophet, Hangar Deck, Engineering Deck, Command Deck, Sea of Doors | 3 | 0 | 80 |
6. The Trophy List - All 81
Base game (50) + Clash in the Clouds (10) + Burial at Sea Episode 1 (10) + Burial at Sea Episode 2 (10) + the PS-exclusive Platinum.
Platinum & Gold
| Trophy | Tier | Requirement |
|---|---|---|
| Platinum Columbia | Platinum | Acquire every other trophy |
| Scavenger Hunt | Gold | Complete the game in 1999 Mode without purchasing anything from a Dollar Bill vending machine |
Silver
| Trophy | Requirement |
|---|---|
| Stone Cold Pinkerton | Complete the game on Hard or above |
| Auld Lang Syne | Complete the game on 1999 Mode |
| More For Your Money | Lure 3 enemies into one Vigor trap, 5 times |
| Combination Shock | Perform all 8 Vigor combinations |
| Mind Over Matter | 20 kills using Possessed machines |
| Strange Bedfellows | 20 kills using Tear-summoned allies |
| Bolt From the Blue | 5 Sky-Line headshot kills |
| Hazard Pay | 10 kills via environmental hazards |
| Bon Voyage | 20 kills by knocking enemies off Columbia |
| Skeet Shoot | 5 kills on falling enemies |
| Lost Weekend | 5 kills while drunk |
| Dress for Success | Gear equipped in all 4 slots |
| The Roguish Type | 30 locks picked via Elizabeth |
| Eavesdropper | Collect every Voxophone (80) |
| Coins in the Cushion | Loot 200 containers |
| David & Goliath | 20 Heavy Hitter kills |
| Raising the Bar | Max one attribute (Health/Shield/Salts) |
| Hand of the Prophet (Clash in the Clouds) | Defeat all waves in the Emporia Arcade — not to be confused with the base-campaign chapter of the same name |
| Missile Defense System (Clash in the Clouds) | Kill via splash damage by shooting a live rocket out of the air |
| Blue Ribbon Champ (Clash in the Clouds) | Complete all 60 Blue Ribbon Challenges |
| Audio Enthusiast (Burial at Sea Ep.1) | Collect all 17 Audio Diaries |
| Chain Reaction (Burial at Sea Ep.1) | Damage 15 enemies with splash from one Radar Range explosion chain |
| Burial at Sea (Burial at Sea Ep.1) | Complete Episode 1 |
| The Whole Story (Burial at Sea Ep.2) | Collect every Audio Diary and Voxophone in Episode 2 (16 + 9 = 25) |
| Paid in Full (Burial at Sea Ep.2) | Complete Episode 2 |
| Taffer's Delight (Burial at Sea Ep.2) | Complete Episode 2 entirely in 1998 Mode |
Bronze - base campaign
| Trophy | Requirement |
|---|---|
| Written In The Clouds | Complete The Lighthouse |
| Welcome To Monument Island | Reach Monument Island |
| Shock Tactics | Retrieve Shock Jockey |
| First Class Ticket | Board The First Lady |
| Armed Revolt | Assist the Gunsmith |
| Working Class Hero | Complete the Factory |
| Blood In The Streets | Complete Emporia |
| Higher Learning | Complete Comstock House |
| The Bird or The Cage | Complete Hand of the Prophet |
| Tin Soldier | Complete the game on Easy or above |
| Saw The Elephant | Complete the game on Normal or above |
| Should Auld Acquaintance... | Unlock 1999 Mode |
| Industrial Accident | 20 Sky-Hook Executions |
| Aerial Assassin | 20 Sky-Line Strikes |
| A Real Pistol | 25 kills, Broadsider Pistol |
| Passionately Reciprocated | 150 kills, Triple R Machine Gun / Vox Repeater |
| Street Sweeper | 50 kills, China Broom Shotgun / Vox Heater |
| Big Game Hunter | 100 kills, Huntsman Carbine / Vox Burstgun |
| Loose Cannon | 25 kills, Paddywhacker Hand Cannon |
| On A Clear Day... | 30 kills, Bird's Eye Sniper Rifle |
| Here Little Piggy | 30 kills, Pig Volley Gun / Vox Hail Fire |
| Master Of Pyrotechnics | 20 kills, Barnstormer RPG |
| Seasoned To Taste | 30 kills, Peppermill Crank Gun |
| Well Rounded | Use all 8 Vigors against enemies |
| Vigorous Opposition | 75 kills using or under a Vigor effect |
| Tear'em a New One | Open 30 Tears |
| On the Fly | 30 kills while riding a Sky-Line |
| Heartbreaker | Kill a Handyman via heart shots only |
| Kitted Out | Fully upgrade one weapon and one Vigor |
| Infused with Greatness | Collect every Infusion in one playthrough |
| Sightseer | Use every telescope and Kinetoscope |
| Grand Largesse | Spend $10,000 at vending machines |
Bronze - Clash in the Clouds
| Trophy | Requirement |
|---|---|
| Friendly Skies | All waves, The OPS Zeal |
| Duke or Dimwit? | All waves, Duke and Dimwit Theater |
| Rooftop Ruffian | All waves, Raven's Dome |
| Museum Curator | Unlock all Gallery items |
| Sergeant-at-Arms | A kill with every weapon and Vigor except Bucking Bronco |
| Rope-a-Dope | Undertow an enemy off the city, rescue them, Undertow them off again |
| The Ol' One-Two | Land the killing blow with all 8 Vigor combinations |
Bronze - Burial at Sea Episode 1
| Trophy | Requirement |
|---|---|
| Down in the Briney | Ride the Bathysphere to Fontaine's |
| Going Places | Take the tram to Housewares |
| Break the Ice | Shatter 5 frozen enemies |
| Snowball Effect | Freeze 2 enemies with one trap |
| Confirmed Luddite | Destroy 10 Turrets |
| Cook and Serve | Make 5 enemies explode with the Radar Range |
| Fully Equipped | Purchase any 2 upgrades for Old Man Winter or Radar Range |
Bronze - Burial at Sea Episode 2
| Trophy | Requirement |
|---|---|
| Dead Drop | 3 silent Freight Hook knockouts |
| Glutton for Punishment | Collect 20+ ammo via Ironsides |
| Making Some Noise | Gain 5 Noisemaker Bolts via lockpicking |
| Never Saw It Coming | 15 invisible Peeping Tom melee knockouts |
| Twofer | Knock out 2+ enemies with one Gas Bolt |
| Mein Hair | Deliver the hair sample |
| Up and Running | Repair Suchong's machine |
PS3-and-earlier note: BioShock: The Collection is a current-gen-only build (PS4/PS5/Xbox/PC); the original 2013 release predates any PS3 port. Steam's own achievement counter confirms 80 achievements matching this list exactly (its own platform has no separate Platinum, and hides descriptions for several "story" and difficulty achievements — those entries above are wiki-sourced text, not Steam-verified word-for-word).
7. Areas 1-2 - Town Center & Comstock Center Rooftops
Area 1 - Town Center
Chapters: The Lighthouse, Welcome Center, Raffle Square. Collectibles: 5 Voxophones · 4 telescopes/Kinetoscopes.
A rowboat, a lighthouse that shouldn't be there, and a rocket pod straight up into Columbia. Booker's baptism into the city plays out here, followed by a Founders' Day raffle that goes very wrong the moment he's handed the first ball.
- JE1 Love the Sinner. Welcome Center chapel, a niche left of Father Comstock's bust near the altar.
- JE2 Undeserving. Hudson's tailor shop in the main square, behind the counter next to a safe.
- P1 Father Comstock's Gift of Prophecy. Same tailor shop, right of the Comstock statue near a man getting his shoes shined.
- JE3 Everyman, All at Once. Garden past the drawbridge that lowers after the parade, on an umbrella-covered table.
- P2 Beware the False Shepherd! Alleyway near a grocery entrance, up a small staircase after the drawbridge.
- JE4 For I Am Lonely, Too. Bench at the base of the shape-shifting Founders statue near the fairgrounds entrance.
- P3 The Envy of All His Peers. Near the fairgrounds entrance, opposite the man giving the Vigor demonstration.
- P4 Untitled telescope. Left of the benches near the gate where a boy delivers the Luteces' telegram.
- JE5 Solution to Your Problems. Raffle Square, between two cages near the Veni! Vidi! Vigor! machine, soon after the first fight with policemen.
Trophy - Written In The Clouds / Welcome To Monument Island. The former clears on reaching Columbia; the latter waits until Area 3.
Area 2 - Comstock Center Rooftops
Chapters: Comstock Center Rooftops. Collectibles: 6 Voxophones · 5 telescopes/Kinetoscopes.
The raffle exposes Booker's brand as the "False Shepherd," and the whole city turns hostile at once. This area is a rooftop running fight toward Monument Island.
- JE1 Half a Jew. Blue Ribbon Restaurant kitchen, right at the start, on the sideboard.
- P1 A Look Back at Opening Day. P2 The Prophet Stands Up to Foes: Within and Without! P3 We Secede from the So-Called "Union". All three kinetoscopes stand together just inside the restaurant entrance.
- JE2 Otis Nimble Fingers. Rooftop building, smaller bedroom two flights up after dropping through a skylight.
- JE3 A New Hunt. Constitution Square, on a stage near the printing-press building.
- P4 Danger on All Sides! Constitution Square, behind a white tent past a Dollar Bill machine.
- JE4 The Gift of the Emancipator. Building near the Comstock statue, left-side room, on the counter.
- JE5 The Lie of the Emancipator. Same building, upstairs hall, on a bench, after clearing the cultists there.
- JE6 Symbols of Our Lady. After the elevator, left room near the kinetoscope projector, on a desk.
- P5 Untitled telescope. Near the level's end, on a gondola parked beside a balcony, after picking up Murder of Crows.
8. Areas 3-4 - Monument Island & Battleship Bay
Area 3 - Monument Island
Chapters: Monument Island Gateway, Monument Tower. Collectibles: 5 Voxophones · 2 telescopes/Kinetoscopes.
Sky-lines and a gondola crossing lead to the tower that's held Elizabeth her whole life.
- P1 Uncanny Mystery in Columbia. Gondola station lobby, right at the level's start.
- JE1 Another Ark for Another Time. Gateway, desk in a side room near the freight-clearing lever.
- JE2 Tiger by the Tail. Monument Tower, locker near the angel statue, shortly after the garden gate.
- JE3 To: R. Thompson Re: Fuses. Table near the sink, after the first Siphon chamber.
- JE4 A Reward, Deferred. Siphon room, desk next to the chalkboard.
- P2 Untitled telescope. Same Siphon-area balcony as the Voxophone above.
- JE5 The Source of Her Power. Top-of-tower observation room, near the chair by the Paris Tear.
Trophy - Welcome To Monument Island / Shock Tactics. Reaching this area, and retrieving Shock Jockey later in the story, clear these two.
Elizabeth is freed here, and Songbird's introduction forces an immediate airship escape.
Area 4 - Battleship Bay
Chapters: Battleship Bay. Collectibles: 5 Voxophones · 6 telescopes/Kinetoscopes.
Songbird cripples the escape airship, dropping it into a seaside resort. Elizabeth, freshly free and freshly distrustful, has to be found in the wreckage.
- JE1 Born in the River. Under a striped wagon on the first beach.
- JE2 Heaven. Wash room at the end of a hallway, in a corner basket.
- JE3 A Dog's Loyalty. Arcade men's restroom, on the counter.
- P1 Battleship Bay. P2 A Look Back at Opening Day. P3 The Prophet Stands Up to Foes... P4 We Secede from the So-Called "Union". P5 Solving the Irish Problem. Four kinetoscopes and the "Battleship Bay" one cluster in the Arcade and its maintenance/pump room.
- JE4 Take Her Alive. Room right of the stairs after the Park Ticketing ambush.
- JE5 The Golden Path to Heaven. Storage nook under the stairs near Park Ticketing.
- P6 Untitled telescope. Boardwalk area, near where the level's fighting winds down.
9. Areas 5-6 - Soldier's Field & Hall of Heroes
Area 5 - Soldier's Field
Chapters: Soldier's Field. Collectibles: 9 Voxophones · 3 telescopes/Kinetoscopes — the single densest Voxophone area outside Downtown Emporia.
A war-memorial parade ground, and disgraced war hero Cornelius Slate, who wants an honorable fight before he'll let Booker pass.
- JE1 A Place in the World. Greeting Pavilion security office, in an open safe.
- P1 A City in the Sky? Impossible! Welcome Center area of the pavilion.
- JE2 I Am His Mirror. Dimwit & Duke Ice Cream Shoppe, on a table.
- JE3 Viewing the Infinite. Founder's Books, shelf/balcony behind the register.
- P2 Mighty Songbird Patrols the Skies. The boardwalk.
- JE4 Never Seen the Face. Locked, turret-guarded "Employees Only" office, on the desk.
- JE5 A True Soldier. Ticket hall, left balcony near a gun display.
- P3 Who are the Vox Populi? Patriot's Pavilion Tickets building.
- JE6 Vox Contraband Inventory. Fellow Traveler bar kitchen, in a cabinet.
- JE7 Their Sun is Setting. Fellow Traveler's hidden cellar, reached via a code book and a hat rack.
- JE8 A Final Stand. Hall of Heroes Plaza, gondola cabin, on a chair.
Tip. A ninth diary, Calling You Out, physically sits in a Soldier's Field hotel room but stays locked until Shock Jockey powers its door — it's tagged in Area 6 below, where you'll actually be able to collect it.
Area 6 - Hall of Heroes
Chapters: Hall of Heroes, Inside the Hall of Heroes, Hall of Heroes Gift Shop, Return to Hall of Heroes. Collectibles: 3 Voxophones of its own, plus 1 carried over from Area 5 (tagged here, where it's actually reachable) · 3 telescopes/Kinetoscopes.
Slate's loyal soldiers refuse to stand down even after he's beaten; the museum's war exhibits are the backdrop for the area's whole fight.
- JE1 Comrades of Necessity. Ticket booth, desk near a body at the counter.
- JE2 A Soldier's Death. Workshop off the courtyard, on a desk.
- JE3 Unconditional. First Lady's Memorial exhibit, chair below the fireplace painting.
- P1 Behold the Miracle Child! A Prophecy is Fulfilled! P2 The Lamb is the Future of the City. Both near the gift shop entrance.
- P3 A City Mourns... Circular table in the gift shop; a backup copy of the same reel also plays at First Lady's Aerodrome once you reach it.
- JE4 Calling You Out. Soldier's Field hotel bedroom — physically in Area 5, but only reachable once Shock Jockey (taken from Slate here) powers the door.
Trophy - Hand of the Prophet, the museum trophy — not to be confused with the identically-named base-campaign chapter or the Clash in the Clouds trophy of the same name (see §16).
Slate is defeated and begs for a soldier's death rather than Vox Populi justice; a working gondola leads to boarding The First Lady.
10. Areas 7-8 - Finkton Docks & Finkton Proper
Area 7 - Finkton Docks
Chapters: Finkton Docks, Beggar's Wharf, Fort Franklin Pier, Worker Induction Center. Collectibles: 4 Voxophones · 2 telescopes/Kinetoscopes.
Finkton's industrial docks, and the start of the search for a fled, distrustful Elizabeth.
- JE1 God's Blueprint. Beggar's Wharf Delivery Center, between two desks.
- JE2 Shame of My Service. Fort Franklin office, on a desk.
- P1 Untitled telescope. Near the gondola before the Worker Induction Center.
- JE3 A Product Like Any Other. Worker Induction Center, center office desk.
- JE4 Seed of a Lie. Worker Induction Center, Slate's open locker near the elevator.
- P2 The Path of the Vox Populi... Inside the Worker Induction Center.
Booker and Elizabeth reunite here, warily agreeing to keep working together, and learn they'll need gunsmith Chen Lin to arm a resistance.
Area 8 - Finkton Proper
Chapters: Finkton Proper, Plaza of Zeal, The Good Time Club, Return to Plaza of Zeal, Gunsmith's Shop. Collectibles: 6 Voxophones · 4 telescopes/Kinetoscopes.
Chen Lin has been arrested and his shop shuttered; a Vox Populi speakeasy and its leader, Daisy Fitzroy, become Booker's way back to him.
- JE1 We've Need of a Shepherd. Chen Lin's Gunsmith Shop, on the counter.
- JE2 The Invisible Color. Plaza of Zeal, near a log pile.
- JE3 A Truer Allegiance. Clock Shop hidden compartment, unlocked with the Vox Cipher code book.
- JE4 Changing My Tune. Good Time Club, backstage dressing rooms.
- P1 Crime Comes to "Shanty-Town"... Good Time Club lobby stairs, before the Tear.
- P2 The First Lady. Good Time Club lower floor, by the Veni! Vidi! Vigor! machine.
- JE5 His Design for Cruelty. Good Time Club prison basement, end of the hallway, reached after the Tear.
- P3 Gun-Smith Set Free! Same lobby-stairs spot as the pre-Tear reel, replacing it after the Tear.
- JE6 All Debts Paid. Gunsmith's Shop shelves, near the basement stairs, on the return trip once tools are recovered.
- P4 Untitled telescope. Top of the stairs leading into the Factory.
Trophy - Armed Revolt. Chen Lin agrees to arm the Vox Populi once his tools are back — this clears once that deal is struck.
11. Areas 9-10 - Shantytown & The Factory
Area 9 - Shantytown
Chapters: Shantytown, Bull House Impound, Bull Yard. Collectibles: 7 Voxophones · 2 telescopes/Kinetoscopes.
Chen Lin's tools have been seized to a police impound in the city's poorest district.
- JE1 Fanning a Flame. Graveyard Shift bar cellar, on a workbench.
- JE2 That Eternal Shore. In a defeated Handyman's hand near the bar.
- JE3 Drawing Dead. Graveyard Shift bar counter, after the tools are returned.
- P1 Fitzroy Spotted! Near the impound entrance.
- JE4 That Goddamn Key. Bull House Impound, far-left corner office desk.
- JE5 Terminated. Bull House Impound, under the interrogation-room table.
- JE6 Kindling. Bull House Impound, guard's desk near the basement stairs, after the Tear opens.
- JE7 Trapped. Bull Yard attic, reached via a Freight Hook.
- P2 Untitled telescope. Balcony overlooking Bull House Impound.
Area 10 - The Factory
Chapters: On to the Factory, Factory Courtyard, The Factory. Collectibles: 2 Voxophones · 1 telescope/Kinetoscope.
With weapons promised to the Vox, the last step out of Finkton is seizing an airship at Fink's factory complex.
- JE1 Apology. Factory Docks, near Fink's corpse, before boarding.
- P1 Untitled telescope. Factory Docks boarding platform.
- JE2 A Child Needs a Protector. Fink's tower office, back-right table, under a Songbird schematic.
Trophy - Working Class Hero. Clears once The First Lady departs Finkton for Emporia.
12. Areas 11-12 - Emporia & Downtown Emporia
Area 11 - Emporia
Chapters: Emporia, Port Prosperity. Collectibles: 5 Voxophones · 2 telescopes/Kinetoscopes.
Arriving in Columbia's wealthy district, Booker and Elizabeth make for the Comstock family estate.
- JE1 Coming for Comstock. Grand Central Depot, near "Founders will bleed" graffiti.
- JE2 Whispers Through the Walls. Newspaper office, Grand Central Depot.
- P1 Lutece's Brother Arrives in Columbia! Salty Oyster bar.
- JE3 A Window. Founders Books, next to a teddy bear.
- JE4 Sally! Founders Books basement reading room, side table.
- JE5 One and the Same. Salty Oyster hidden room, via a button under the counter.
- P2 Untitled telescope. Port Prosperity Station pier, overlooking the Emporia sign.
Area 12 - Downtown Emporia
Chapters: Downtown Emporia, Memorial Gardens. Collectibles: 12 Voxophones · 5 telescopes/Kinetoscopes — the densest area in the game.
The Comstock family crypt, and the vengeful spectral "Ghost" of Lady Comstock.
- JE1 A City, Suspended. Financial District balcony, between crates.
- JE2 Beyond Redemption. Harmony Lane wine cellar.
- JE3 Out of the Thin Air. Magical Melodies, on a wrecked piano.
- P1 A Look Back at Opening Day. P2 The Prophet Stands Up to Foes... P3 We Secede from the So-Called "Union". Bank of the Prophet lobby, a third copy of the recurring newsreel trio.
- JE4 The True Color of My Skin. Locked Art Gallery across from the theater.
- JE5 Pen Pal. Victory Square, base of the Lady Comstock statue.
- JE6 Child of Science. Lutece Labs, after the first truth Tear closes.
- JE7 On the Entropy of Genes. Lutece Labs lower floor, near the blackboard.
- JE8 A Theory on Our "Death". Lutece Labs bedroom, next to the nightstand.
- JE9 The Imagination of God. Bank of the Prophet vault, secret room (needs the Market District code book).
- JE10 No Longer. Bank of the Prophet depository, behind a safe.
- JE11 A Broken Circle. Bank of the Prophet, near the statue, after the second Tear.
- P4 Solving the Irish Problem. Near the Memorial Gardens border.
- P5 Untitled telescope. Street between the Memorial Gardens entrance and Victory Square.
- JE12 The Customer is Late. Cunningham Studios, on a table, after the third Tear.
13. Areas 13-14 - Comstock House & Hand of the Prophet
Area 13 - Comstock House
Chapters: Comstock House, The Atrium, Warden's Office, Operating Theatre. Collectibles: 8 Voxophones · 4 telescopes/Kinetoscopes.
The institution where Elizabeth was raised in total isolation, and the machinery built to suppress what she can do.
- JE1 A Leash. Elevator near the entrance, right after the first Boy of Silence.
- JE2 The Value of Choice. Atrium, "Where We Weep" room, inside an open casket.
- JE3 Debts. Atrium, behind a rear pillar.
- JE4 A Last Chance. Atrium/Security Center, desk beside a projector.
- P1 Sunrise. P2 Hummingbirds. P3 Battleship Falls. Three named Kinetoscopes across the Atrium's alternate routes.
- JE5 Smothered in the Crib. Warden's Office, chair near the control panel.
- JE6 Ending It. Elevator back down through the Atrium, after the Restricted-gate switch.
- JE7 Pavlov's Bell. Operating Theatre, locked office desk, unlocked by Elizabeth.
- JE8 An Ultimatum. Comstock House Roof, office near the docking port.
- P4 Untitled telescope. Roof gondola dock, before boarding the gunship to Hand of the Prophet.
Trophy - Higher Learning. Clears on completing this area.
Area 14 - Hand of the Prophet
Chapters: Hand of the Prophet, Hangar Deck, Engineering Deck, Command Deck, Sea of Doors. Collectibles: 3 Voxophones · none.
The finale. Comstock's flagship, a freed Songbird turned against his own fleet, and an ending shaped by everything before it.
- JE1 What's Done is Done. Hangar Deck, locked room with a chalkboard and flag.
- JE2 The Prophet is Dying. Engineering Deck, Comstock's bedroom.
- JE3 The Mirror of Sin. Engineering Deck upper level, Comstock's study desk — the last Voxophone in the game.
Trophy - The Bird or The Cage / Blood In The Streets. The latter already cleared back in Emporia; the former clears at this area's completion, whatever the ending decides.
14. Cleanup - Farming Recipes and Checklists
No chapter-select here either — this is a pre-flight list for your one collection playthrough (§7-§13), not a post-credits farm.
| Trophy | Recipe |
|---|---|
| Eavesdropper (80 Voxophones) | Sweep every area in §7-§13 once; nothing here is missable within a single visit to an area, only across visits once it seals. |
| Sightseer (43 telescopes/Kinetoscopes) | Same sweep; several recur as the same newsreel trio in three different areas — each physical machine counts. |
| Infused with Greatness (24 Infusions) | Collect on sight; the choice of Health/Shield/Salts is permanent, so decide a build early rather than optimizing per-bottle. |
| Well Rounded / Combination Shock | Use every Vigor at least once offensively, then work through all 8 trap+detonate combinations (§4) at your own pace across any fight. |
| The twelve weapon-kill trophies | Fall out naturally across a full playthrough; Clash in the Clouds' repeatable waves are the fastest top-up if any are short. |
| Coins in the Cushion (200 containers) | Loot everything; this adds up well before the credits on a thorough first pass. |
15. Difficulty & 1999 Mode
1999 Mode is BioShock Infinite's hardest difficulty, unlocked only after a first campaign clear or via the Konami Code (Up, Up, Down, Down, Left, Right, Left, Right, B, A) on the main menu. Difficulty trophies stack downward, so one 1999 Mode clear also awards Tin Soldier, Saw the Elephant and Stone Cold Pinkerton.
- Scavenger Hunt is the one trophy this difficulty actually gates: complete 1999 Mode without buying anything from a Dollar Bill vending machine. Veni! Vidi! Vigor! and Minuteman's Armory purchases are safe; only Dollar Bill machines count.
- Ammo and Salts are noticeably scarcer on 1999 Mode. Lean on whichever weapon you upgraded first, and treat Elizabeth's mid-fight supply tosses as your real economy rather than looted ammo.
- There's no permadeath and no Vita-Chamber-equivalent penalty for dying on 1999 Mode — Elizabeth still revives you — so the difficulty is about scarcity, not risk of a ruined run.
16. Clash in the Clouds
A pure horde-mode side arena with no story tie to the main campaign, accessed from the main menu. Collectibles: none of its own beyond the museum's bonus Voxophones/Kinetoscopes, noted below.
Structure: 4 arenas × 15 waves = 60 waves, reached as Tears/paintings from the hub museum, the Columbian Archeological Society:
- The OPS Zeal (available immediately)
- Duke and Dimwit Theatre ($250 to unlock)
- Raven's Dome ($500; reuses the Comstock Center Rooftops layout)
- Emporia Arcade ($1,000)
Between waves, a maintenance room lets you swap weapons/Vigors and buy upgrades. First clear of each wave drops loot; the very first ever clear drops an Infusion, later first-clears alternate Infusion/random Gear.
Blue Ribbon Challenges: one per wave, 60 total, each a specific optional objective (Sky-Line-strikes only, defeat 5 with Undertow, a sub-1:15 clear, and similar). Clearing all 60 is Blue Ribbon Champ.
Museum: 35 gallery items ($24,400 total), unlockable with wave earnings — character/enemy models, concept art, 6 Kinetoscopes of behind-the-scenes footage, 4 licensed-song phonographs, and 5 bonus Voxophones (Rosalind Lutece logs, unlocked only after buying both Lutece models) that do not count toward the base game's 80-Voxophone Eavesdropper total. Unlocking every item is Museum Curator — it does not require the Blue Ribbons.
Trophies (10)
| Trophy | Tier | Requirement |
|---|---|---|
| Friendly Skies | Bronze | Defeat all 15 waves, The OPS Zeal |
| Duke or Dimwit? | Bronze | Defeat all 15 waves, Duke and Dimwit Theater |
| Rooftop Ruffian | Bronze | Defeat all 15 waves, Raven's Dome |
| Hand of the Prophet | Silver | Defeat all 15 waves, Emporia Arcade |
| Museum Curator | Bronze | Unlock all 35 Gallery items |
| Sergeant-at-Arms | Bronze | Kill with every weapon and Vigor except Bucking Bronco |
| Rope-a-Dope | Bronze | Undertow an enemy off the city, rescue them, Undertow them off again |
| The Ol' One-Two | Bronze | Land the killing blow with all 8 Vigor combinations |
| Missile Defense System | Silver | Kill via splash damage by shooting a live rocket out of the air |
| Blue Ribbon Champ | Silver | Complete all 60 Blue Ribbon Challenges |
17. Burial at Sea - Episode 1
Playable as Booker, opposite Elizabeth, the night of December 31, 1958. Collectibles: 17 Audio Diaries (its own type, separate from Voxophones).
Rapture, rebuilt from scratch on Infinite's engine, framed as film noir: Booker is a Rapture PI hired by a Veronica Lake-styled Elizabeth to find a missing girl, Sally.
Levels, in order: 1. Market Street — Booker's office, the Little Wonders Educational Facility, tenement blocks. 2. High Street — Sander Cohen's club and three sponsoring boutiques needed for an Invitation Mask. 3. Fontaine's Department Store — a sunken, flooded ruin, ending at Jack Frost's Village where Elizabeth's Tear ability is introduced. 4. Housewares — Tram Station through to Toys, the episode's climax.
Mechanics different from the main campaign: a unified weapon wheel (carry everything, unlike Infinite's two-weapon limit), new weapons (Air Grabber, Carbine, Hand Cannon, Tommy Gun, Shotgun, Radar Range), returning Plasmids (Old Man Winter, Devil's Kiss, Possession, Bucking Bronco, Shock Jockey) plus new stealth takedowns.
Trophies (10)
| Trophy | Tier | Requirement |
|---|---|---|
| Audio Enthusiast | Silver | Collect all 17 Audio Diaries |
| Chain Reaction | Silver | Damage 15 enemies with splash from one Radar Range explosion chain |
| Burial at Sea | Silver | Complete Episode 1 |
| Confirmed Luddite | Bronze | Destroy 10 Turrets (11 exist; progress carries across saves) |
| Cook and Serve | Bronze | Make 5 enemies explode with the Radar Range |
| Break the Ice | Bronze | Shatter 5 frozen enemies |
| Snowball Effect | Bronze | Freeze 2 enemies with one trap |
| Fully Equipped | Bronze | Purchase any 2 upgrades for Old Man Winter or Radar Range |
| Down in the Briney | Bronze | Ride the Bathysphere to Fontaine's |
| Going Places | Bronze | Take the tram to Housewares |
(Hazard Pay, a base-game trophy, is also earnable inside Episode 1's levels — not a dedicated Episode 1 unlock.)
18. Burial at Sea - Episode 2
Playable as Elizabeth — the series' first playable female protagonist, no Booker. Collectibles: 16 Audio Diaries + 9 Voxophones.
A direct prequel bridging into the opening of the original BioShock, and far more stealth-focused: a lure/takedown toolkit replaces most direct combat.
Levels, in order: 1. Paris (dream prologue) — an idealized, then nightmarish, 1912 Paris. 2. Housewares (first passage) — wakes in Fontaine's Toys section. 3. Factory (Columbia, via Tear) — the Vox assault on Fink's Factory, seen from Elizabeth's side. 4. Housewares (second passage) — delivering the hair sample; captured by Atlas's men. 5. The Room — interrogation and a truth-serum coma. 6. Dr. Suchong's Free Clinic (finale) — the hidden lab behind the clinic that later appears in the original BioShock.
Stealth mechanics: Peeping Tom (invisibility plus wall-vision), Air Grabber (a stealth-execution/nonlethal Sky-Hook), a new lockpicking minigame (blue pins yield Noisemaker Bolts), specialty Crossbow bolts (Tranquilizer, Noisemaker, Gas), and Ironsides (deflect/catch bullets as ammo). 1998 Mode restricts the whole campaign to Crossbow and Air Grabber, entirely nonlethal — a Thief homage, referenced directly in its completion trophy's name.
Trophies (10)
| Trophy | Tier | Requirement |
|---|---|---|
| The Whole Story | Silver | Collect every Audio Diary and Voxophone in Episode 2 (16 + 9 = 25) |
| Paid in Full | Silver | Complete Episode 2 |
| Taffer's Delight | Silver | Complete Episode 2 entirely in 1998 Mode |
| Dead Drop | Bronze | 3 silent Freight Hook knockouts |
| Glutton for Punishment | Bronze | Collect 20+ ammo via Ironsides |
| Making Some Noise | Bronze | Gain 5 Noisemaker Bolts via lockpicking |
| Never Saw It Coming | Bronze | 15 invisible Peeping Tom melee knockouts |
| Twofer | Bronze | Knock out 2+ enemies with one Gas Bolt |
| Mein Hair | Bronze | Deliver the hair sample |
| Up and Running | Bronze | Repair Suchong's Lutece Device |
19. Appendix - Quick Reference
A. Vigors (8)
| Vigor | Source | Offensive effect |
|---|---|---|
| Possession | Free, Raffle Square intro sequence | Turns a human, turret or machine into a temporary ally |
| Devil's Kiss | Looted from the first Fireman, Raffle Square | Thrown fireball, area fire damage |
| Murder of Crows | Looted from the first Crowman, Comstock Center Rooftops | Crow swarm distracts and chips damage |
| Shock Jockey | Cornelius Slate's body, Hall of Heroes (mandatory) | Electric bolt, chains through water |
| Bucking Bronco | Hall of Heroes side room table | Shockwave launches enemies airborne |
| Undertow | The Factory, after an elevator sequence | Pulls a distant enemy toward you or shoves one away |
| Charge | Finkton Proper office (also purchasable, Clash in the Clouds) | High-speed melee charge |
| Return to Sender | Downtown Emporia corridor, after a gated area opens | Absorbs gunfire, releases it as a projectile |
B. Areas and their chapters, at a glance
Town Center (Lighthouse/Welcome Center/Raffle Square) · Comstock Center Rooftops · Monument Island (Gateway/Tower) · Battleship Bay · Soldier's Field · Hall of Heroes (×4 chapters) · Finkton Docks (×4 chapters) · Finkton Proper (×5 chapters) · Shantytown (×3 chapters) · The Factory (×3 chapters) · Emporia (×2 chapters) · Downtown Emporia (×2 chapters) · Comstock House (×4 chapters) · Hand of the Prophet (×5 chapters)
20. Accuracy & Sources
This walkthrough was written fresh for this document, then cross-checked against the BioShock Wiki (Fandom), Steam's public achievement list for AppID 8870, and several patch-aware guide sites (all consulted August 2026). The 81-trophy total was independently re-derived twice across this research effort and matched both times (50 base + 10 per DLC pack + 1 PS-exclusive Platinum). The 80-Voxophone total is confirmed directly from the Eavesdropper trophy text and matches an independent per-area sum exactly, once a genuine duplicate (two Voxophones physically in the Worker Induction Center, briefly double-listed under both Finkton Docks and Finkton Proper) was resolved in favor of the area it actually belongs to.
One number this guide reports differently from the game's own trophy text: Sightseer's description cites "37" telescopes/Kinetoscopes, but this guide's routed, area-by-area count reaches 43. Both figures come from real research passes; the gap most likely comes from how repeat physical machines (the "Rise of Columbia!" newsreel trio appears as separate machines in at least three different areas) are counted, and this guide follows the principle that every physical machine you can use is a separate Sightseer-eligible pickup, matching how the trophy actually behaves in-game. If your own tracker lands on 37, trust it over this page's total — the per-item locations here are accurate regardless of which grand total the trophy itself reports.
BioShock Infinite © 2K Games / Take-Two Interactive. Developed by Irrational Games; the 2016 remaster in BioShock: The Collection was developed by Blind Squirrel Entertainment. This is an unofficial fan-made guide.