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Chapter 17: The Good Time Club
Bioshock Infinite

Chapter 17: The Good Time Club

Follow our comprehensive guide to navigate Chapter 17: The Good Time Club in Bioshock Infinite, detailing enemy waves, collectibles, and key locations.

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Follow our comprehensive guide to navigate Chapter 17: The Good Time Club in Bioshock Infinite, detailing enemy waves, collectibles, and key locations.

Walkthrough
  1. 1
    Upon entering The Good Time Club, climb the stairs. Find a Kinetoscope [1/3] and a Minuteman's Armory vending machine. Proceed through the door.
  2. 2
    Grab the Kinetoscope next to the vending machine and enter the room with the stage to progress.
  3. 3
    In the large room with a balcony, you'll encounter three tears. Collect items from behind the bar (medical kits), along the left wall (RPG), and on the ground level (Volley Gun and ammo).
  4. 4
    Prepare for three waves of enemies. The first wave consists of 6-7 Fink Applicants and a Fireman, spawning from the stage curtains. Plant traps beforehand.
  5. 5
    The second wave features 6 Fink Applicants and a Crow, entering from the right balcony.
  6. 6
    The final wave includes a Patriot, an auto-turret, and three Mosquitos, spawning from the stage.
  7. 7
    After clearing the room, find a door opposite the bar on the upper level. Inside, collect a sniper rifle, a gift box with Equippable Gear [1/2], and a safe.
  8. 8
    Drop to the lower area and proceed through the hallway past the Veni! Vidi! Vigor! vending machine. Find a Kinetoscope [2/3] to the left.
  9. 9
    Explore the toilets on the left for a lock pick and loot.
  10. 10
    Turn right from the hallway to find a Dollar Bill vending machine. Enter the adjacent door to find an Infusion Upgrade [1/1] on the bar and a lock pick under a table.
  11. 11
    Return to the stage area and exit through the opening in the curtain. Enter the dressing room to find a Voxophone [1/2] on the dresser. Proceed through the next door.
  12. 12
    In the basement, kill two soldiers and enter the left door for a lock pick. Continue through the other door. Have Elizabeth unlock the next door.
  13. 13
    Kill the two soldiers inside the unlocked door. Find a Vox Codebook among crates near the circular chamber with burning coals.
  14. 14
    Continue through the open door, through the projector room, and out the other side.
  15. 15
    In the corridor with cells, find a Voxophone [2/2] on a stool and a lock pick on the floor below it.
  16. 16
    Proceed down the hallway. At the far end, unlock cell 8 (requires 5 lock picks) to find a gift with Equippable Gear [2/2].
  17. 17
    Exit cell 8 and have Elizabeth unlock cell 9. Loot the table inside.
  18. 18
    Climb down the stairs to the bottom. Find a lock pick on a table to the right of the open cell. Enter the cell and interact with the light switch.
  19. 19
    Interact with the body in the chair for a scene, then interact with the tear.
  20. 20
    Backtrack through the basement, noting changes, and climb back up to the dressing room.
  21. 21
    Exit the dressing room to complete this section.
Tips
  • Fink Applicants are standard fodder enemies, weak to pistols and melee. Headshots result in instant kills.
  • Planting traps in front of the stage curtains before the first wave can speed up the encounter.
  • Utilize the tears Elizabeth can open for assistance during combat.
  • Check all areas thoroughly for lock picks, ammo, and loot.
  • The safe in the room opposite the bar on the upper level contains additional money.
  • Kinetoscope [1/3]
  • Kinetoscope [2/3]
  • Equippable Gear [1/2]
  • Equippable Gear [2/2]
  • Infusion Upgrade [1/1]
  • Voxophone [1/2]
  • Voxophone [2/2]
  • Vox Codebook
  • Sniper Rifle
  • Lock Picks
  • Medical Kits
  • RPG
  • Volley Gun
  • Ammo
  • Money

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