Bioshock > Bioshock Levels > Port Neptune

Port Neptune

Port Nepture introduces you to these:

As the bathysphere emerges to the surface, you peer out to see a man hung cruciform by his neck and hands. Behind him is a banner labeled Smuggler in blood. Under his feet are suitcases full of film reels, crucifixes and copies of The Holy Bible. As you look on this horrible sight, Atlas radios,

Now you've had the pleasure of Andrew Ryan's company. He's the one who built this place, and he's the one who run it into the ground. Nobody knows exactly what happened. Maybe he went mad. Maybe the power got to him. Maybe he decided he just didn't like people. Whichever way you slice it, good men died.

Me family's in a submarine hidden in the foundation of Fontaine Fisheries. I'll meet you there.

Port Neptune is divided into three stories:

Lower Wharf
A vast muddy field whose decks lead to the heavily guarded entrance to the Fontaine Fisheries.
Upper Wharf
This overlooks the Lower Wharf. Here are the Fighting McDonagh tavern and the Jet Postal station. You need to shoot out a rocket turret and locked gate to reach the next level:
Wharfmaster's Office
Rapture Security, headed by Sullivan, had set up shop here to hunt for smugglers. It is a maze of cameras and turrets. Your main task begins in Sullivan's office, which is a cleverly hidden room beyond the maze.

Your overall goal is to get inside the Fisheries and find the way to the submarine. That's no problem if you get past two obstacles.

  1. One is the Rose Splicer, a lady splicer whom you saw kill Atlas' pal when you first arrived at the city. Now she stalks you through the Lower Wharf, sprinkling rose petals and speaking in regretful prose of her lost youth. She is a spider splicer, an exceptionally athletic aggressor who climbs ceilings and throws sharp hooks at their victims.
  2. The other is the current manager of the Fisheries, a fisherman named Peach Wilkins. Peachy is more than a little paranoia, not only from overuse of Adam but also from an overarching fear that his ex-boss, Frank Fontaine, might not be as dead as everyone else claims.

Peachy will let you into the Fisheries on one condition: Find a research camera in the Wharfmaster's Office (Sullivan's office, in fact) and use it to photograph and analyze spider splicers. The game has you research three such aggressors; but in fact you will be snapping four spiders.

  1. Through the glass in the interrogation room next to Sullivan's office. (It's the easiest bonus you've earned all day, eh?)
  2. On the upper floor of the Fighting McDonagh's tavern.
  3. In the work room of the Jet Postal office.
  4. At the Lower Wharf near the entrance to the Fisheries, as the Rose Splicer attacks you one last time.

The research on four spiders wins you the ability to use the spiders' organs as first-aid kits. That's just how physically healthy they are.

Once you got the research, Peachy lets you inside but insists that you deposit your weapons in a pneumo box. You enter the Fisheries with only your wrench — and your plasmids. Equip yourself well; and be sure to use the time afforded by the fog and by Peachy's rant to rig the security camera, the first-aid station, and (once it appears) the gun turret. When you hear Peachy scream, Atlas! He was ours! OURS!!, you got yourself an ambush on your hands, with Peachy (a very tough nitro splicer) and his unmerry band of aggressors attacking you.

Once you survive your fight, there is a passage on the far side going down underneath the main room. The passage holds a pneumo box from which you retrieve your weapons (with diminished ammo). At the bottom of passage is your first Power to the People weapon-upgrade vendor. It upgrades one weapon once before shutting down, but it is free.

The door to the left has a couple of aggressors, a safe, and a tape explaining why Peachy is so fearful of Fontaine. The door to the right holds the entrance to the passage to the submarine bay. You will need watch the final moments of Sammy Gee (whom Peachy reports was found in a sack in a salt pond). Melt some ice blocking the passage, and you are on your way. Atlas tells you that it should be smooth sailing from here. Ah, but it won't be, will it?