Bioshock Infinite Walkthrough Part 33: Guns For The Lady (Finkton: Good Time Club - Audition)
Bioshock Infinite Walkthrough Part 33: Guns For The Lady (Finkton: Good Time Club - Audition)
As you enter the club be sure to change your gear out. Focus on things that trigger on being hit or, if you are lucky enough to have a Sheltered Life Hat, be sure to equip that. Anything that helps your damage when firing from the hip is also a good idea. After Fink's introduction to what is going on, head on up the stairs. Stop at the vending machine to upgrade any of your active weapons that need it. Be sure to also look at the Kinetoscope to its left: “Crime Comes to 'Shantytown'...”. After that turn around and through the double doors behind you. Once you cross through the doors they will lock behind you and you are in for a 3 round battle. You will also notice there are 3 tears that can be found in this room. The first is to the right: Medical Kits. If you have the Sheltered Life hat then you can easily ensure some kills. The second over to the left: RPG. This is good if you need to blast something quickly. Otherwise you are better off with the Medical Kits. The final tear is the only one on the lower floor ad it has a Volley Gun. Just remember the first 2 as it is a lot easier to get through this battle by staying on the balcony.
Wave 1
The first wave is nothing too bad. A Fireman with a number of gunmen to back him up. It is a good idea to start and stay on the upper balcony at present. This will ensure that Booker has a lot of shelter but it will also give him easy access to the RPG, which he will most likely need in the final wave. You can just fire off rounds at the Fireman and do what you can to tear through the Gunmen coming at you.
Wave 2
As this starts be absolutely sure that Booker is on the balcony. The reason for this is simple: a Zealot Of The Lady. He can teleport up to Booker's location but all the gunmen who are with him must run up the stairs to get at Booker. Use this time to kill the Zealot. Remember to hit the Zealot with Shock Jockey or Bucking Bronco to give yourself adequate time to get a few shots off. After that just head around the area and mop up the rest of the gunmen. They are not as hard to deal with.
Wave 3
As this wave starts head over tot he second tear with the RPG. You are going to want it in very short order so grab it. With it in hand head over to the edge of the balcony. It is time to deal with machines Fink is about to challenge you with. Over the course of the wave you will find 2 Gun Turrets, 1 Motorized Patriot and 3 Mosquitoes. Thankfully it is broken into 2 parts. The first has you challenging the 2 Gun Automatons and the Motorized Patriot. Immediately throw out a Possession after the closest Gun Turret. Now turn your focus over to the Patriot and blast him to little pieces. Be sure to also watch out for the possessed turret. It can easily be destroyed. Shortly after that try to possess the second turret so you do not have to worry about destroying it as well.
After the turrets go down and the Patriot drops turn your attention toward the front stage. At this point the 3 Mosquitoes will make their appearance. If you still have ammo for the RPG you can take each down with a single shot. Just remember to give it about a second's worth of lead time as the RPG round takes a moment to get there.
When the fight is over Fink will come in again over the loud speakers. He offers Booker the position of Head of Finkton security. Booker rejects the offer. Fink makes one final comment, that he always gets what he wants. With that in mind it is time to start searching the area for goods, the code book and Mr. Lin.