| Collectibles: |
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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 (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 ‘We’ve Need of a Shepherd’ (Voxophone 1/2). Enter the door behind the counter to the left.
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 ofthe machinery. After a few moments, Elizabeth will say something about“someone being downstairs”. Head back down the stairs and talk with the womanblocking 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 theroadblock are no longer there. Approach the road block and a new enemy willappear – the handyman.
| New Enemy: The Handyman |
| The Handymen are one of the most difficult enemies you will encounter during your time in Columbia. They are large, golem-like enemies 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. They will always remain unarmed and will often try to get in close to DeWitt in order to unleash a charge or melee attack. In addition, they are smart enough to occasionally take cover and will throw other enemy units or electricity bolts at you if you are out of reach. Even sky-lines are not safe for long with handymen around as they can jump up onto a sky-line and electrify it, 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. Using traps to stun them does work and Shock Jockey can be mildly effective at temporarily stunning them, but the safest tactic is to kite them around and when you are a safe distance, turn around, shoot them a few times and run off again. |
Once you have killed the handyman, grab the present that he drops for a new piece of EQUIPPABLE GEAR (Gear 2/2). Now let’s head back to the left side ofthe 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 ared tear playing some contemporary music.
Exit the building and go through the gate behind the road block. 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 ‘The Invisible Color’ (Voxophone 2/2) on the ground near some boxes against a wall.
When you are ready to continue, return through the gate and enter the GoodTime Club.


