BioShock Infinite
80 Achievements
1,695
42-52h
Scavenger Hunt
Completed the Main Campaign in 1999 mode without buying anything from a Dollar Bill vending machine.
75
How to unlock the Scavenger Hunt achievement in BioShock Infinite - Definitive Guide
For this achievement, you are not allowed to buy anything from the "Dollar Bill" vending machine; don't worry about touching it or looking at it's contents, just don't purchase anything. Use the Gear upgrade or Vigor upgrade vending machines as much as you want.
1999 Mode can be unlocked at the main menu by using the Konami code (up, up, down, down, left, right, left, right, b, a). In 1999 Mode, there is no navigation aid and you have to pay for deaths (100 Silver Eagles). Dying with no money kicks you to the menu, which is basically the same as restarting your checkpoint. If you've finished Brass Balls, then this should be a walk in the park. Playing through first on normal would definitely assist but is not necessary, and you could potentially accomplish all other achievements in this play-through by following the guide for "Infused with Greatness" or purchasing the Season Pass.
You can reload checkpoints after the game to get the counter achievements ("Kill N enemies with X"), as they're accumulative across play-throughs.
In case you're curious: without a guide or cheating, I earned around $10,000 (less than a quarter of that spent on revives), and ended the game with an extra $1,000 and 15+ lockpicks in stow. Despite opening every lock I could find, I only found 77/80 of the voxophones and must have missed quite a few other secrets.
My Strategy
You're going to have limited resources in this mode, meaning you won't be able to buy much. I chose to mostly upgrade the common weapons (Pistol, Shotgun, Machine Gun, Carbine) Ammo and Damage, and I spent some money on the crucial Charge and Bucking Bronco Vigor upgrades and a single upgrade for the Shock Jockey and Undertow Vigors.
My general strategy was pretty simple: take cover, be patient, and search high and low for supplies. I invested all upgrades into my shield or salts until they were full, and mostly used Vigor combos like shock-shoot to increase damage output on tough enemies. When I encountered a Handyman I would try to always be moving by shooting him a few times and then hopping on a rail to find a hiding spot to regenerate my shield, then rinse and repeat.
For bosses like the ghost, I employed a melee strategy to conserve ammo using the Charge/Charge Aid Vigor coupled with some gear I found laying around: Burning Halo, Executioner, Overkill, and Brittle-Skinned. These are all just random melee perks I had, so if you don't have the exact same perks just pick some similar gear -- stacking melee gear will make your attacks brutal and help conserve ammo. I've attached a video of the fight for you to witness and recreate. After devising this tactic, I used this gear setup for the rest of the game to great effect... Being invincible with Charge Aid is insanely useful even in, or maybe especially in, large crowds. Add Bronco or Shock to the mix and you'll be unstoppable.
Finding Gear
Gear always appears in the same locations, but what the gear is is random (except for a few static pieces) so you will have to make do with what you find! If you find a gear location near a checkpoint, sometimes reloading the checkpoint will randomize the gear again. The specific equipment I mentioned is not necessary, I merely chose the melee perk gear I had to boost my damage output. When combined with Charge and Charge Aid, extra melee damage added to brief invulnerability will help you to cut down heavy hitting enemies with ease. If you don't have the exact equipment, just choose some melee-oriented gear (extra damage is key). Supposedly Burning Halo is always in the beginning behind the first Crow enemy.
Choke Point Videos
These videos contain me playing through the two choke points: the first is the fight with the ghost, in which I use a melee strategy to obliterate her; the second is the final battle sequence and contains some pretty heavy spoilers.
A note aboute the final mission: I didn't think to do it, but you can set 'Return to Sender' traps in front of the blue generator thing to absorb bullets and prolong the life of the generator.
Good luck!
It's pretty easy on 1999 mode without buying anything. Elizabeth gives you stuff as well to keep you going if you can find it.
I never once found myself in desperate need of ammo where a Dollar Bill machine was readily accessible, and the melee perks more than made up for a lack of ammunitions.
OK! so I just finished the game and I am not going to lie, once I found this amazing trick I had no problem. I finished the ending without even messing up! Don't worry I will share my awesome strategies!
Beginning strategy:
Ending Tactics:
The ending
DONT READ UNLESS YOU WANT IT SPOILED OR ARE AT THE END
If anyone has questions, comments, see any typos, let me know! I am so happy to finish this so easily once I found this trick out.
Have fun GL!
5 pieces of gear are guaranteed to be in the same spot
1. Burning Halo
2.Spare the Rod
3.Rising Bloodlust
4.Health for Salts
5.Spectral Sidekick
The other 34 pieces of gear are, as you said random
As long as you carefully loot areas and swap weapons when appropriate, running out of supplies shouldn't really ever come up.
I would just jump onto skylines or hooks and dive at enemies, melee a few times and jump back on before repeating it. The invincibility lasts long enough to do this.
This makes the later battles much easier, particularly the final one, and means that you don't have to spend money on reviving. I combined it with gear which gives you health back for melee kills so the skylines essentially made me unstoppable.
I managed to make it through the game without ever spending money on reviving. I would restart the checkpoint if ever I died so that I could save money for weapon upgrades. I found the damage ones best since it meant that I wouldn't use as much ammo.
So i myself really struggled with the lady comstock ghost battles especially the final one. So i just thought i would share this amazing guide i found. Please be aware that the traps for the final battle must be prepared before opening the final tear.I would also advise having alt least one upgrade for devils kiss but this is not necessary it just means you will need to lay slightly more traps. (all credit for the video go to the owner xol2000)
http://www.youtube.com/playlist?list=PLTaOHX8kEkD5pPNkOGlFL6...
Hope this helps.
(if there is any problems with the link not working, please let me know. Youtube has a habit of breaking them when they change the UI)
Simply hit an enemy with a stun vigor (such as shock jockey, -it the cost the least salts) and while they are stunned you deal significantly more damage.
Using shock jockey with the hand cannon I could take down enemies from a safe enough distance with one bullet. The shotgun or any aimed head-shot works perfectly as well.
The blue vials containing salts often glow or stand out, making them fairly easy to find. Still I recommend upgrading salts quite a bit in order to restore more salts with each vial. Salts are much more valuable then they appear, Your shield and health prevent only so much damage on 1999, but a stun prevents ALL damage as long as you have salts. Keep that in mind when you make your decision.
Keep salts high before fighting the larger enemies, and then just use shock jockey on them whenever the stun effect wears off. They will fall very fast.
When fighting enemies armed with launchers, you can simply possess them. They deal lots of damage, have deep health bars, and kill themselves when the effect wears off, making them the best target in the game for possession.
Possession is also useful when entering rooms with turrets, as turrets can take many resources to take down, even in 1v1. Luckily enemies can take take apart turrets with ease, while revealing their backs to you. If you can simply avoid a turret, you should do so.
The charge upgrade (that grants invulnerability) is very useful if you don't already have a gear that grants invulnerability. The ability becomes great for mobility, evasion and can act as a bullet sponge.
>Handy Men<
Handy men are weak to fire and only stunned effectively by crows. They are slow making it easy to deal with them last if you move around effectively. I alternate between crows and a launcher. Launchers trigger the devils kiss effect, creating the flaming crow vigor combination, which keeps a handy man unable to fight back while his health drops rapidly.
In the first (finkton) handyman fight you can glitch him to stop him from moving.
The second fight (Factory) happens in an arena with a volley gun and full ammo for it near the arena's entrance, the arena also allows for some very fluid movement to evade him.
The third (emporia) features numerous factions fighting each other and a turret you can pull through a tear, you can hide, and just let the fight play out on its own.
The last handyman (hand of the prophet) can be run past with any invincibility proc (certain gears, or charge upgrade)
>Ghost Fight<.
Another use of the shock jockey one two punch technique, is it causes the enemies to have their heads explode. This is crucial during the ghost fight, as the ghost needs a person with a full body to resurrect them.
In two of the three ghost fights the ghost just died after I decapitated enough enemies w/out me ever attacking the ghost so this seems to be a much easier strat then going for the actual boss. If the ghost doesn't die she is still very easy to fight 1v1 since she can only melee. So just keep a safe distance and pop in a bullet or two when you can. If you die decapitated enemies stay decapitated, and you'll get more salts.
>hand of the prophet<
This fight was very hard, ....until I realized how broken return to sender was. Just lay return to sender traps in front of the engine core, Either on the ground at the edge of the platform, or on the core itself, and then go about the fight however you want. Keep in mind the return to sender traps can wear off and explosions will cut right through them, so use the skylines to put pressure on launcher users whenever possible. Always prioritize zeppelins over motorized patriots. Killing a patriot before a removing all zeppelins just causes another pair of patriots to appear. Laying shock jockey traps on the platform in-front of the core can greatly slow the opposition as well, since they tend to just stand there and shoot in the same place. Sometimes an enemy will get stuck on something during this fight. -Dont agitate him- while he's stuck you'll have plenty of time to search around for resources, before killing him and triggering the next wave.
That's all the advice I have, good luck, and happy hunting!
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 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.
1. Search anything and everything. Including killing all enemies without missing battles. And search them. Unlike Bioshock 1 and 2, enemies here do not respawn. Since we can't buy anything at Dollar Bill, we will need food, salt and money. Find master keys and open safes. There are always large sums there.
2.Weapons.
Choose according to your play style. But, the 1999 regime does not forgive an open battalion commander and here they are carried out in a couple of shots/blows. Stealth is our everything. I played with a long-range sniper, a close-range shotgun, and a mid-range carbine. At the end of the game I alternated them with the Volley Gun. Accordingly, I spent money only on upgrading this weapon and only on upgrading Damage. I don’t have much money, I didn’t spend it on anything else. The only thing is that I also bought the Volley Gun range upgrade, which helps a lot at the end of the game.
3.Vigors.
-Possession is the first and main energy engineer. Upgrade it completely as soon as possible. Helps everywhere, especially with annoying grenade launchers and shooters who, after shooting others, will self-destruct. Where there are turrets, especially two, use Possession on one of them to set them against each other, as a result, one turret will be destroyed, the second will have a significant drop in health. It's the same with mosquitoes.
-Shock Jockey. We pump it completely. Very effective in group battles with leveling up a chain of enemies and duration. Paired with a shotgun. Plus, unlike Bucking Bronco, it works on heavy opponents like Patriot (but not on Handyman, more on him below)
-Charge. My main energy drink at the end of the game. We're fully pumping! The first level of pumping adds shield restoration, the second attack with an explosion. As a result, paired with Electric Punch, Blood to Salt, Brittle Skinned, Overkill clothes, you will forget that you are playing on a difficult level. Charge-melee-Charge-melee, and the entire area is cleared without loss of health, plus salts are often restored.
-Return to Sender. It is only necessary in 2 cases: in a battle with snipers, we turn it on, otherwise they will take it out right away. And at the final battle we set traps around the generator. I only leveled up the first level. The second level of pumping (selection of cartridges) is not needed.
-The rest of the energy drinks didn’t seem so effective to me. Except Murder of Crows and Bucking Bronco at the beginning of the game. There is no point in upgrading. Undertow was disappointing. Even with pumping, the distance and effectiveness are small. It's easier to use Possession.
4.Clothing.
A critical point. Properly selected clothing will make the passage much easier. And vice versa. Without the right clothes, after some fights you will want to quit this game. I have read about this more than once on the forums. There is one caveat. Since clothes drop randomly, you need to farm them at the beginning of the game. The glitch with farming clothes through the store in Hall of Heroes seemed very long to me, there is a simpler method. For the first half of the game, many Gears are located near the checkpoint. Therefore, if the required Gear does not appear, we reload the checkpoint. If you are not sure when the checkpoint was, click Exit to Main Menu, and you will receive a warning with the time of the last checkpoint and you refuse to exit to the menu knowing your checkpoint. The most important Gear - Winter Shield drops out very rarely, I reloaded the checkpoint 100 times until it dropped. But when I fought with Handyman in the final battle, I repeatedly told myself that it was worth it.
So, for fights where there is a Skyline/hook:
-Electric Punch/Burning Halo (Punch is better on all enemies except Handyman - I used Burning Halo for him)
-Winter Shield
-Firebird
-Newton's Law
For fights where there is no Skyline/hook:
-Electric Punch/Burning Halo (Halo against Sirens only)
-Blood To Salt
-Brittle Skinned
-Overkill
Eventually:
- Handymen. All 4 cases have Skyline. In the first case, you can glitch it as written in the commentary for the trophy for shooting in the heart. In the rest, we put on the right clothes, and jump up and down on the rail constantly to maintain the shield and attack Handyman from above. The main thing is to lure him to a place where it is convenient to jump (a horizontal rail above the ground), and the battle will turn into simple entertainment.
- Siren
In all cases with Lady Comstock, I used a fully upgraded Charge and the set above with Burning Halo. The fight lasted no more than 10 seconds each time.
- Final battle.
Place Return to Sender traps around the generator. We update them periodically. We constantly jump onto the Skyline and back, killing all the enemies from above. As soon as the bird is gathered, we attack the airship with it. Didn't use any weapons at all. This tactic passed without any loss of health at all and with only a 15% loss of generator.
-The rest of the enemies.
We actively use Possession, Shock Jockey and Charge. Fortunately, Blood to Salt clothing helps
5. If you killed/didn’t complete the episode, we restart the checkpoint, otherwise they’ll take $100.
6. Initially, we spend infusions only on the shield and salts, pumping them alternating until the end. If you search everything, then there will be enough for 8 health upgrades after the shield and salts are fully upgraded. But it will not be particularly critical with the tactics that I wrote.
Using the D-Pad (d-pad) quickly enter the combination: Up, Up, Down, Down, Left, Right, Left, Right, O, X
First pump up Devil's kiss to the maximum, and after Charge, be sure to restore shields. Of the items, put Electric Touch on your hat, on your Blood to Sault jacket, on your Overkill boots and on your Brittle-Skinned pants, if you don’t have such things, improvise with damage from melee attacks, because Charge deals damage in melee. The tactics are simple, we slowly shoot the opponents from cover, if there is none, or the enemy becomes impudent, we rush with Charge into hand-to-hand combat from one to the other and finish off with firearms, all battles are quite simple, and the final battle does not cause difficulties and can be completed in one go.