Bioshock > Bioshock Levels > The Smugglers Cave

The Smugglers Cave

After dealing with scores of crazed and deformed citizens, a psychotic surgeon, an rose-obsessed ceiling-crawler, a bomb-happy paranoid fisherman, and the baneful glare of the city's master, it looks like you just might be able to escape.

Yeah, I know, who am I kidding?

You are now in the long cavernous passage that leads to the submarine bay. You walk on metal panels, wade in cold sea water, are forced to deal with a gun turret, and walk down more metal-lined paths until you see the submarine itself. Atlas needs you to throw a control switch to let him in. Ryan threatens something nasty if you do so.

Before you throw the switch, explore the submarine bay for ammo, money and other stuff. You also find a tape and listen to Frank Fontaine himself after his first interview with Tennenbaum.

Once you throw the switch, all choas breaks loose: Splicers descend from above; Atlas is forced to flee; and you have to fight your way to the submarine — only to see it explode!

Ryan ponders who you really are:

You ooze in like an assassin and then you try to sneak out like a thief. You're no CIA spook. Who are you? Why have you come here?

There's two ways to deal with a mystery: Uncover it or eliminate it.

There is nothing for you to do but clean out the dead and go through the door you have opened for Atlas. Beyond it is a tunnel that leads to Arcadia, your next destination, as a distrait Atlas urges you to go.