Sure, it’s not crazy Rapture with a bunch of splicers aching to squeeze some ADAM out of you, but by no means is Columbia a safe haven for an unwelcomed fellow like Booker DeWitt. That’s why it’s important to get your hands on the finest self-defense (yeah, sure) weaponry you can get on the steampunk potential utopia in BioShock: Infinite.
In this guide, you will find detailed information on all the gear items, weapons along with the locations where you obtain them, the upgrades, and their cost. For more help on Bioshock Infinite, read our Vigors Locations, Voxophone Locations and Infusion Upgrades Locations Guide.
Bioshock Infinite Weapons and Upgrades
The first weapon you’ll acquire is the classy Broadsider Pistol, with a separate magazine and a long thin barrel. Come on, you must’ve seen one of these with them Nazis in those World War games, right?
Booker obtains the pistol in a box of items he’s carrying before entering Columbia.
- Pistol Damage Boost 1 – $199
- Pistol Damage Boost 2 – $199
- Pistol Clip Increase – $275
- Pistol Ammo Increase – $404
The Skyhook isn’t really a weapon, though it is used as one by Booker. The tool is primarily used for hooking up to skylines to travel about the city, but it also seems to work quite well when you decide to thrash it into someone’s skull.
Founder Huntsman Carbine
This semi-automatic rifle is a nice upgrade over the pistol, but you’ll probably maintain a ‘meh’ attitude towards it until you get a pretty recoil decrease and pimp it up a bit.
You can really find this carbine all over the flying district; it seems to be the standardized ‘minuteman’ weapon.
- Carbine Damage Boost 1 – $357
- Carbine Damage Boost 2 – $357
- Carbine Clip Increase – $484
- Carbine Recoil Decrease – $333
Now here’s a nice little automatic firearm, provided you can control the recoil. This is another gun you’ll find throughout Columbia, and is definitely a better option than the Huntsman Carbine.
- Burstgun Damage Boost 1 – $423
- Burstgun Damage Boost 2 – $423
- Burstgun Recoil Decrease – $822
- Burstgun Ammo Increase – $672
Founder Pig Volley Gun
The first time you lay eyes on the name of this weapon, you’ll probably think it’s a hunky-dory makeshift carbine. It’s not till you fire the thing that you realize that you were prejudiced. The Volley Gun is a mean beast that can launch multiple explosives in quick succession. Just make sure you aren’t aiming 90 degrees when doing so.
- Volley Gun Damage Boost 1 – $522
- Volley Gun Damage Boost 2 – $522
- Volley Gun Radius Increase – $536
- Volley Gun Clip Increase – $740
Vox Hail Fire
Now there’s a name that makes a bit of sense. Though you might think of the Hail Fire as an upgrade to the Volley Gun, it’s not quite so. Well, actually, it pretty much is, except that it’s a separate weapon on the whole. Again, be careful where you choose to launch the explosive.
You’ll likely come across this weapon regularly as you progress ahead in the game.
- Hail Fire Damage Boost 1 – $688
- Hail Fire Damage Boost 2 – $688
- Hail Fire Radius Increase – $415
- Hail Fire Clip Increase – $399
PaddyWhacker Hand Cannon
If you’re getting fed up of the Broadsider, then you should consider getting your hand on this oddly named magnum pistol. You’ll enjoy having it as a sidearm, provided you can deal with the reload time. But then again, what’s classier than a bad-ass putting them bullets in a rusty old revolver, eh?
- Hand Cannon Damage Boost 1 – $448
- Hand Cannon Damage Boost 2 – $448
- Hand Cannon Reload Speed – $656
- Hand Cannon Recoil Decrease – $350
You know a weapon means business when it has RPG written with it, and fortunately the Barnstormer is no different. This bad boy can really pack a punch, and is fairly accurate as well, though the speed might be a bit of an issue if you’re looking to shoot it in a pacey foe’s face.
You’ll find this weapon midway of the game.
- RPG Damage Boost 1 – $385
- RPG Damage Boost 2 – $385
- RPG Clip Increase – $816
- RPG Speed Increase – $333
Bird’s Eye Sniper Rifle
I’ve always preferred the bolt-action sniper rifles over those modern shoot-them-with-insane-recoil-and-noise stuff. Yeah, this is also pretty noisy, but I just feel the bolt-action offers more control, and that’s why I just adore having the Bird’s Eye bad boy with me at all times. Expect to grab this from a marksmen foe (of which there are plenty) in Columbia.
- Sniper Rifle Damage Boost 1 – $349
- Sniper Rifle Damage Boost 2 – $349
- Sniper Rifle Fire Rate – $654
- Sniper Rifle Recoil Decrease – $288
Founder Tripple R Machine Gun
When you come across the Triple R, you’ll know it’s time to throw away that carbine and the Vox Burstgun. The ‘Triple R’ actually stands for Rolston Reciprocating Repeater, and the ads all over the place will suggest why it’s such a good item to have.
- Machine Gun Damage Boost 1 – $236
- Machine Gun Damage Boost 2 – $236
- Machine Gun Accuracy Boost – $512
- Machine Gun Clip Increase – $391
Okay, maybe I wasn’t entirely honest when I said stuff about the Triple R. The Vox Repeater is a great competitor to the previously mentioned auto-rifle. Yes, it does belong to the Vox Populi – the meaner ones will probably be carrying it.
- Repeater Damage Boost 1 – $416
- Repeater Damage Boost 2 – $416
- Repeater Recoil Decrease – $711
- Repeater Clip Increase – $449
Peppermill Crank Gun
When even the meanest inhabitants see this ferocious-looking weapon in your hands, they’ll tremble with fear. This is the game’s gatling gun, and boy will it wreak havoc. You’ll get it from those annoying Motorized Patriots.