Follow our comprehensive guide to navigate Chapter 17: The Good Time Club in Bioshock Infinite, detailing enemy waves, collectibles, and key locations.
Walkthrough
- 1Upon entering The Good Time Club, climb the stairs. Find a Kinetoscope [1/3] and a Minuteman's Armory vending machine. Proceed through the door.
- 2Grab the Kinetoscope next to the vending machine and enter the room with the stage to progress.
- 3In 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).
- 4Prepare 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.
- 5The second wave features 6 Fink Applicants and a Crow, entering from the right balcony.
- 6The final wave includes a Patriot, an auto-turret, and three Mosquitos, spawning from the stage.
- 7After 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.
- 8Drop to the lower area and proceed through the hallway past the Veni! Vidi! Vigor! vending machine. Find a Kinetoscope [2/3] to the left.
- 9Explore the toilets on the left for a lock pick and loot.
- 10Turn 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.
- 11Return 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.
- 12In 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.
- 13Kill the two soldiers inside the unlocked door. Find a Vox Codebook among crates near the circular chamber with burning coals.
- 14Continue through the open door, through the projector room, and out the other side.
- 15In the corridor with cells, find a Voxophone [2/2] on a stool and a lock pick on the floor below it.
- 16Proceed down the hallway. At the far end, unlock cell 8 (requires 5 lock picks) to find a gift with Equippable Gear [2/2].
- 17Exit cell 8 and have Elizabeth unlock cell 9. Loot the table inside.
- 18Climb 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.
- 19Interact with the body in the chair for a scene, then interact with the tear.
- 20Backtrack through the basement, noting changes, and climb back up to the dressing room.
- 21Exit 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
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content