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BioShock Infinite
Strategy Guide

Author(s): Paul Williams
First Published: 28-04-2013 / 00:00 GMT
Last Updated: 20-03-2018 / 09:23 GMT
Version: 1.0 (????) 25-09-2018 / 12:00 GMT

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Act 5: Finkton Proper

Act 5: Finkton Proper

Chapter 16: The Plaza of Zeal (Part 1)

**Collectibles** #
Voxophones 2
Kinetoscopes 0
Telescopes 0
Infusion Upgrades 0
Equippable Gear 2

The Plaza of Zeal

As soon as you enter the Plaza area, there is a Minuteman’s Armory vending machine in the open building to your left (no new upgrades yet). Use it if you like, and then from the entrance, turn to the right. Go down the stairs and follow the right hand wall until you find a doorway leading out to a small wooden dock area overlooking the clouds.

There is a locked door here that Elizabeth can open (requires 1 lock pick) and a lock pick kit on the crate to the right of the door. Inside the door you’ll find another Vox cipher that will give you an optional task. There is also a lock pick to grab on a desk on the left hand side of the room. We can’t do anything else for now, so loot if you will and then exit back to the main plaza area.

Use the freight hooks to jump up to the low roof surrounding the central building and have a look around, you’ll find a volley gun, a lock pick and hidden away behind the Chen-Lin sign, you will find a sniper rifle and gift box containing a new piece of Equippable Gear [1/2] . Return to the ground.

Head back past where the auction was going on earlier and go round the left side of the building. Locate the door on the right here leading into the cental building and go inside. On the table directly in front is a Voxophone [1/2] . Enter the door behind the counter to the left.

On the roof of the main building behind a sign is some Gear (left). Inside the main building, you'll find a Voxophone on a table (right).

Chen-Lin’s Shop

Once inside the shop, find the stairs and climb to the very top of the area. Loot the area here; there is a lock pick on the bench on the opposite side of the machinery. After a few moments, Elizabeth will say something about “someone being downstairs”. Head back down the stairs and talk with the woman blocking your way.

After the conversation, head back downstairs and go through the door.

The Plaza of Zeal

Exit the shop and look to the right. Those police that were guarding the roadblock are no longer there. Approach the road block and a new enemy will appear – the handyman.

After speaking with the woman in the Gunsmith's Shop (left), exit to face the Handyman (right).

**New Enemy: Handyman**
The Handymen are one of the most difficult in Columbia. They are large, golems that are incredibly strong, very fast and extremely durable to damage. The handymen can leap large distances to close ground between you and them very quickly in order to unleash a charge or melee attack. They can throw other enemy units or electricity bolts at you if you are out of reach and even sky-lines are not safe as they can and electrify them, causing significant damage if you are attached at the time. The handyman’s weak spots are its large glowing heart in the centre of its torso and its head.

Once you have killed the handyman, grab the present that he drops for a new piece of Equippable Gear [2/2]. Now let’s head back to the left side of the main building and approach that police roadblock again. Destroy the auto-turret behind it and enter the door to the left of it for a Veni! Vidi! Vigor! vending machine (no new upgrades yet). Also in the adjacent room is a red tear playing some contemporary music.

Exit the building and go through the gate behind the roadblock. That’s the Good Time Club on the left and we need to go there. Ignore it for now and continue through the opposite gate. Shoot the auto turret here. Look slightly to the left. See the Dollar Bill vending machine? Run over to this and continue to follow the wall past it until you find a Voxophone [2/2] on the ground near some boxes against a wall.

Before entering the Good Time Club, check the alley to the right (left). Here you'll find a Voxophone (right).

When you are ready to continue, return through the gate and enter the Good Time Club.