Product Name: BioShock
Category: First-Person Adventure
Developer: Irrational Games
Publisher: 2K
Release Date: Released (August, 2007)
Platforms: PC, XBox 360 (this review)
Rating: Mature 17+: Blood and Gore, Drug Reference, Intense Violence, Sexual Themes, Strong Language.

Article Type: Walk-Thru
Article Date: September 10, 2007
Author: Phillip "Badger" Marriott


About This Bioshock Walk-Thru:

Bioshock is a first-person adventure game and is the successor to the classic System Shock series. Bioshock aims to creep you out with hideous blood-thirsty gene-modified mutants while entertaining you with fantastic graphics and surreal underwater environments.

In this massive article series, you get two treats in one: you get an exhaustive review of all the game's features, and you also get a beautifully written walk-through in first-person diary form. This approach is quite novel in both the bookish and newness senses. Even if you never intend to play Bioshock, you can read this walk-through like a standalone adventure novel.

So sit back, get a cuppa, and prepare to be informed and entertained by COMBATSIM.COM's newest contributor, Phillip "Badger" Marriott.


<< Back to Part 3A: Neptune's Bounty

Part 3B: Neptune's Bounty

Hello Again Divers!

Last time out we followed our hero as he entered the undersea port of “Neptune’s Bounty”. We marveled at the spectacle of a dried up harbour under the sea and we wondered what the point of it might have been given that it seemed to have no actual access to the Ocean. (Admittedly we might have been missing the obvious here.)

Just like The Apprentice. You're Fired!

We heard Splicers singing Hymns and we saw fish dance. We balanced on high beams and we used the environment to defeat a far superior foe. Then we tried to convince ourselves we’d done nothing wrong as the orphaned Little Sister sat sobbing beside the body of her Big Daddy. “Please get up Mr Bubbles, please get up….” Bah! She’s a freak I tells ya!!!

Now let’s see if there are any more morally dubious decisions to make as we join our man once again for the next installment.

Exhilarated by the rush of “Adam” cursing through my body from harvesting the Little sister, I turn once more toward the exit. At the foot of the stairs is a recording device from Andrew Ryan commenting on his opinion of Fontaine and the level of threat he represents.

My boots click on the wooden floors as I walk up the stairs and the sound is echoed back to me by the close quarters of the walls lined with corrugated metal. The stairs level out into a short corridor before turning to the right again and the whirring of machinery betrays the presence of a security camera in an alcove to the left. Sneaking around the corner I manage to step underneath the device as its viewing angle sweeps away from me and from here it’s child’s play to hack it.

Some wooden boards are leaned against the wall here and checking behind them I find three “frag grenades” and am reminded once again of the wisdom of searching through rubble and debris as I go.

Reaching the top of the stairs I come finally to a corridor leading to the Wharf Masters Office. Just before the closed doorway, the corridor turns also to the right and seems to lead to a detention area of some kind. The Wharf Masters Office door is locked and trying the handle brings me into the view of a security camera within which registers my presence with a sharp whine as I throw myself to the floor out of sight before it can summon more drones.

Atlas crackles into life and explains that the camera I am here to find will look just like an ordinary model, but by taking pictures of various Splicers it can analyze their DNA and give useful information on any weaknesses in their structure.

The service here is terrible! I had to cook my own fish.

Crawling away so as not to activate the security camera again, I turn my attention instead to the corridor leading to the detention area. Peering carefully around the different corners ahead, I can see that the area is laid out in a roughly “H” shaped pattern, with security turrets placed cunningly at each intersection. The idea was obviously that to hack any one of them would put you in full view of the next one in line and would certainly spell death to the unwary.

Luckily enough for me neglect of security procedures over the intervening years, have seen crates stacked up in the corridors in positions which hamper the view of the turrets sensors and reduce their effective fields of fire. With a great deal of care I make my way around the detention area from one piece of cover to the next and despite coming under fire once or twice through carelessness, I manage eventually to hack or destroy all the turrets in the area before searching the cells and corridors for useful supplies.

In fact this area took a fair bit of effort and time to clear and made even more of a challenge by wandering Splicers coming up behind me although this problem was reduced as I hacked more of the turrets and they in turn dealt with any unwelcome visitors.

The bigger they come, the harder they fall.

At one point I was almost killed by one of my own turrets as another one I was creeping up on opened fire on me, which prompted a swift retaliation from one I’d already hacked while I of course was very much in the line of fire of both! More care please I think.

While searching I find a cell closed with a stout padlock and further down the same corridor a small hole in the wall which seems to lead toward the Wharf Masters Office. It’s not an ideal entry point by any means, but “needs must when the devil drives” as my father would always say and dropping to my hands and knees I make my way through to the other side.

Emerging into semi darkness I blunder like a fool directly into view of the security camera which saw me earlier though the doorway! Cursing my own stupidity I draw my pistol and attack the device which is set far too high to reach in order to hack. The casing of the camera is tougher than I had assumed and I waste vital seconds blasting away at it before it finally explodes in a ball of flame! Unfortunately this was not before the alarm was triggered and even as the device explodes, the air is filled with the deafening wail of a security klaxon and shortly afterward the tell tale whir of approaching security drones.

You’d really think that by now I’d be getting better at this wouldn’t you? But I’m still rushing about like a bull in a china shop and stepping into every trap that the developers have laid out for me!

Any chance of a leg up?

In my defense, Bioshock has a way of immersing you in the ongoing action in such a way that it’s easy to forget dangers you made a note of earlier in your travels, only to stumble across them again later in a daze from whatever it was you last encountered.

For what it’s worth here I can tell you that I made three mistakes at this point. That’s three mistakes which you need not repeat if you walk in with a more level head than I had.

  1. I forgot the camera was there.
  2. I picked away at it with a pistol, when the shotgun would have taken it out in a single blast and avoided the alarm.
  3. If I’d looked through the door more carefully in the first place I’d have noticed that an alarm shut off panel was sitting in one corner of the office. D’OH!

For over a minute I hear gunfire from outside, where unable to get to me in the locked office the drone has fallen foul of my battery of security turrets. Screaming follows also, telling the tale of more Splicers who having wandered in are now caught up in the battle.

After a while the din subsides and searching the office I find various supplies, though nothing to make that ordeal worthwhile and dropping to my hands and knees I leave the same way I came in. The corridor the other side of the hole is full of acrid smoke rising from the wreckage of two drones and all three turrets on this side of the “H”. Picking my way amongst them I return to the padlocked cell and smash the chain with my wrench.

At first there seems to be little of interest in the cell, but then pushing aside some broken wooden panels leaning against the wall I find behind them a second hole leading to an area as yet unexplored and with my curiosity burning I crawl through the gap.

Another hole in the wall eh? You know… considering that Ryan has gathered together the finest minds in the world for his “Rapture” adventure. The cleverest Scientists, the brightest Philosophers, the canniest Engineers, he seems to have come up a little short in the general cleaning and maintenance department doesn’t he?

You want in here? You have to ditch ALL your weapons!

I mean the place is a mess! Sure they’ve had their problems what with an internal civil war (by the look of it) and stuff, but really that’s no excuse for the cleaners to let the place slide the way it has. You expect a certain standard whatever else might be going on don’t you. Full toilet roll holders and soap in the restrooms, a sign if the floor is slippery and (let’s face it, this should be a given) no enormous holes in the skirting board!

The small room on the other side is wood floored and dusty. It looks as though it originally extended further to the left than it currently does, but that has been completely blocked off by a huge fall of debris, to the extent that I can’t see through to whatever is on the other side.

Against the wall ahead stands a Gene Bank and to the right is a Vita Chamber. Apart from the hole I just crawled through, the only exit is via a radiator lined corridor to my right and I quickly make my way along its twists and turns till it ends in a closed door from behind which I seem to hear a faint voice.

The office beyond is lined with cabinets, desks and rubble. But the feature which most catches the eye is the large mesh glass window on the right hand side. Peering through I can see what seems to be a sparsely furnished prison cell in which pacing back and forth is a Spider Splicer!

His is obviously the voice I could hear from outside and he mutters and sings to himself as he paces. Suddenly he stops and stares straight at me through the window, then launches himself at the barrier with a scream which makes me jump back despite myself! After a moment though the creature begins to stroke the window and laugh gently to itself and I realize that the glass is one way and he can’t see me standing beyond.

Searching the office yields a few supplies but then on a desk at the far end I finally find the object of my search, the research camera!

As I pick up the device, my radio crackles to life and the voice of Peach Williams reminds me that I needn’t bother coming back unless I use the camera to take the research picture he wants. The camera seems pretty straight forward to use and shrugging I point it at the Spider Splicer in the cell and take my first shot.

Actually the camera is or isn’t easy to use depending on how you look at it.

It’s selected via the weapons selection menu and logically enough while using it you can’t also use a weapon, so in other words while taking a picture you are pretty much helpless. The pictures are worth research points and you have to take “x” number of a certain species to build up a total, at which point you are rewarded with a stat boost which makes you more effective against that specific type of Splicer, because in effect you have discovered its weaknesses.

The Research Camera is designed to be inconspicuous.

Oh…. the other thing is that an “action” shot is worth more than a standing shot. So take a picture of a wandering Splicer in the distance and you’ll get credit, but take one of a Splicer leaping on you from the ceiling and you’ll get a lot more! The problem with this of course being that you’ve then got to switch to a weapon and….. Well let’s just say that’s gonna hurt some. Oh and if you thought about killing them first and “then” taking the pictures? Forget about it, you’ll get nothing for that!

Of course there’s nothing stopping you getting clever with your “Enrage” plasmid power, turning one Splicer against another and taking a picture of the fight which follows. But given my knack of remembering “after” the event that I could have done something a better way, I suspect that my problem will be to remember to take the pictures at all in the heat of the moment.

With seemingly nothing else to find here I make my way back out into the corridor, at which point an explosion blasts out from somewhere ahead accompanied by a long scream!

Emerging into the small room where I first crawled through, I see through a thick cloud of smoke that the huge pile of rubble is now gone and the hazy figure of a Splicer with a pistol wanders about ahead of me. “You’re in trouble!” he mutters before turning toward me and raising his gun to fire. But I’m quicker and having rooted him to the spot with an Electro Blast I quickly move in and finish the job.

The hole I had crawled through is now blocked off, leaving me no option but to explore the new section of the room to the left. A Gathers Garden terminal lies upturned on the floor, but checking it reveals nothing of use. All along one side of the room are sloping windows, one of which has been blown away in the explosion and looks out over a drop of perhaps twenty feet to another chamber below.

Hearing a voice from below I look down to see a large door with a security camera. A Splicer stands in front of the door looking pleadingly up at the camera. “I’m so lonely” he begs and for a moment I feel sorry for him and wonder who it is he thinks he’s talking to. The moment quickly passes though and using “Inferno” I launch a ball of flame at his unsuspecting form and watch grimly as he runs screaming through the door and from the sound of it collapses into some unseen water beyond.

One of the consistently pleasing AI effects of Bioshock is that if you attack a Splicer he won’t necessarily stand toe to toe with you and slug it out. Hurt him/her enough and they’ll go in search of a medical station to heal up. (Making it all the more satisfying if the one they find is one you’ve already hacks and it hurts them even more or even finishes them off.) Set them alight and they run around looking for water into which they can throw themselves to put out the flames.

By the way… that might have made a great picture to take yes? Yup.. I forgot!

Looking down I can see a small corrugated ledge and dropping onto this I notice a Plasmid bottle which was presumably thrown from the Gathers garden above. Picking it up it reads “Security Bulls eye”, a useful power which can be used to make enemies appear as security risks to any cameras they pass.

Dropping down into the room below I find various crates and a barred window beyond which a rolling conveyor belt rumbles happily away to itself, while presumably once performing a useful function, it now stands empty and it’s moving belt delivers absolutely nothing to anywhere.

Quickly hacking the security camera and a vending machine against the wall a little further along, I leave myself free to investigate the room. A sign above the large door reads “Fighting McDonagh's Tavern” and on the opposite side of the room under the corrugated ledge I dropped onto is a set of floor to ceiling bars through which I can see the part of the complex in which earlier I had balanced across the beam. The low whale like moaning from beyond alerts me to the presence of a Big Daddy, but from here I can’t see him.

Peach Wilkins complains at me again, asking if I’m ever going to get around to taking his pictures, or whether I’m on a sight seeing visit after all. Ignoring the sarcastic old fool I turn my back on the bars and make my way through the door which opens smoothly on my approach.

On the other side disgusting smell assaults my nostrils from a fountain of obviously polluted water spouting from a hole in the floor across a small corridor. Working my way into the alcove beyond being careful not to be touch by any of the foul shower, I find a recording device from “McDonagh” expressing his fears of Rapture springing leaks, fears which were apparently dismissed by his employer “Andrew Ryan”.

Putting the device aside I make my way along the corridor and hack a Medical Terminal I find along the way, before arriving at another door which slides open to reveal another underwater walkway.

This walkway however seems slightly more complex than those I have seen so far and while they have been more or less straight tunnels, this one moves up some steps before branching left and right a little way beyond a large pillar on which a monitor screen is mounted.

The water outside seems clearer here and looking around I have a fine view of this part of Rapture. Myriad colours filter through the currents from a sea of neon signs on the sides of huge high-rise buildings which leap upward majestically. I realize that my first thought had been “Skyscrapers”, but these buildings were designed never to see the sky, let alone scrape it.

A cluster of shadows flows smoothly past me feet and looking up I see a large school of fish floating overhead. I once stood atop a Skyscraper and looked down on birds flying incongruously below me! Now as I looked “up” at these fish, the same feeling comes flooding back.

A hefty looking harpoon is attached to the wall on my left and has been converted into a sign which points to “Fighting McDonagh’s Tavern” to the left and “Jet Postal” to the right. A whirring security camera mounted beyond the column is easily avoided and I make a mental note to return and hack it later.

Making my way to the right I decide to explore “Jet Postal” first, but am once again almost undone by my own carelessness as the door opens to reveal two Splicers standing just beyond! Thinking quickly I tag both with “Security Bulls eye” before turning and fleeing back the way I came, ducking under the security camera and hiding behind the pillar.

The Splicers follow in hot pursuit but on passing the camera an alarm fills the air and within moments a security drone arrives on the scene and dispatches both Splicers in a hail of thunderous gunfire! My disappointment at stupidly missing the opportunity to take some pictures of the battle is calmed somewhat by the realization that “Security Bulls eye” could be a very useful Plasmid indeed.

In fact “how useful” will depend I suspect entirely on the situation you find yourself in. Used on an enemy from a distance, like the lonely Splicer we met a little while ago it would have been great and much more fun to watch than setting him on fire that way. But the way I just used it on two Splicers right in front of me just gave them a chance to shoot at me as I ran off! An opportunity which they did not waste by the way and I used up two health packs which would have been better saved.

Handy for ..erm.. shutting down Bots.

With the threat of the Splicers dealt with I hack the security camera and make my way back to “Jet Postal”. It’s a large room split into two sections, an area for customers which culminates in a tellers window and then beyond a door marked staff only, a larger sorting and storage area where parcels would once have been stored and distributed.

A security camera is perched high on the wall at the far end of this section and as it is well out of reach I elect to destroy it with my shotgun before searching the area for anything useful.

Disappointingly the back area with its dusty parcels and envelopes offers up very little after all that effort. But returning to the customer area I discover some useful supplies in a discarded briefcase and recording device from Andrew Ryan titled “Death Penalty in Rapture,” detailing the discontent of the cities citizens after Ryan found it necessary to resort to this most extreme of punishments.

Turning my back on this once thriving hub of city communications I head back out into the walkway and head over toward the tavern instead.

Before I reach the door though, it swishes open to reveal a Spider Splicer! I lash out with my Plasmid power, only to remember that I still have Security Bulls eye selected and I stumble backward tripping over myself in an attempt to get at my shotgun! But instead of attacking, the creature leaps out of sight above the door and picking myself up I count my blessings for this lucky escape!

Cautiously looking up as I Move through the doorway, I see a large hole in the ceiling which is evidently where the Splicer leapt and gazing upward I can’t help but wonder why she didn’t attack me.

The area beyond the door is high but not overly large. I am standing on a wooden balconied area which extends to my left and right over two lower water filled pools. Vending machines stand at either end of the balcony, from which I purchase some more Eve as I’m almost out and in front of me a small stairway leads upward to the entrance to “Fighting McDonagh’s Tavern.”

It’s also possible to climb up into the wooden beams above your head, but once I did so I couldn’t really see any reason to be up there. You can’t reach the hole that the Spider Splicer jumped through, which was my first thought, (or at least…. I couldn’t see a way at an admittedly fleeting glimpse) but climbing up does trigger another Splicer walking in through the door below you, which gives you the chance to dispose of him before he even knows you’re there. I just electrocuted him before finishing him off with the pistol…. But I never promised you imagination!

Great news for Whales as Harpoons get used up for signs.

Right…. And again I missed the opportunity to take a picture of a Spider Splicer in action! I knew I’d have trouble with this. What a twonk eh?!

Looking down into the pool on the right though, I see a Vita Chamber and a small hatchway leading to a tunnel and as I suspect that this might in fact be an alternative entrance to the tavern, I decide to explore it rather than walk right in the front door.

Another recording device lies just inside the entrance, on which “McDonagh” relates the story of how he managed to secure the position as “Ryan’s” main contractor. The tunnel makes a couple of short turns before coming to a mesh cover and beyond it lies the tavern cellar as I had expected. A lone Splicer splashes around in the flooded storage area but is easily dealt with by electrifying the water before moving out and finishing him off with my wrench.

A security camera keeps a lonely vigil down here and I make hacking it my first order of business before searching the rest of the basement. Amoung the expected barrels of beer and bottles of wine and spirits, I find some much needed bandages which I gratefully stuff into my pockets.

Carefully moving up the stairs out of the cellar I find myself on a small landing area with doorways to the left and right. A locking device of the exit to the left fizzes and sparks and I know from experience that I can open this with an Electro Bolt, but ignoring it for now I turn instead to the door on the right.

This one opens freely and inside I find a semi darkened room, illuminated dimly by the patchy light of the ocean filtered through two thick windows at the far end. Directly in front of me is a doorway, but it is stacked high with discarded filing cabinets and desks, jammed in such a way as to effectively bar any entrance to the room beyond. As I move over instead to look outside I stand transfixed by the sight of a Big Daddy plodding slowly across the sea bed intent on some goodness only knows what task.

Finally dragging my eyes back to the room and taking stock, I find mostly rubble and debris. But some stacked crates to my right were partially obscuring a gap in the wall leading to the room with the blocked door. Pushing them quickly out of the way I drop to my hands and knees to crawl through, only to see a corpse on the floor just within, it’s arm stretched out toward the opening as if in a last futile gesture to get out.

Drawing up short on this discovery probably saved my life as a moment later the plaster\of the wall above my head was being torn out by machine gun fire from a sentry turret set up across the office beyond! A deadly trap aimed right at the gap through which I had been about to crawl and one which the previous owner of this corpse obviously fell foul.

Disabling the turret I quickly crawl through and hack it before searching the small room and finding another recording from “McDonagh” talking about the balance in power of Rapture, being disturbed by “Fontaine’s” muscling in on the “Adam” market. I also see a safe and move to open it.

As I step across the room the turret opens fire again without warning and I am almost cut down! A second Splicer has arrived outside and while my back was turned he had tried to crawl in through the gap, only to meet the same fate as the first. Inside the safe I find an “Auto Hacking Device” and some “Electric Buckshot” for my shotgun! For once it seems to have been worth the effort of opening the thing!

Making my way back out to the small landing area I open the lock and find more steps which lead as expected up to the bar. A Big Daddy is wandering down the steps toward me with his Little Sister trailing behind! If I get too close to her I’ll be in trouble and I begin backing away down the stairs.

Just at that moment though a Splicer appears behind the pair and with a shout begins shooting at me! Unfortunately for him though there was no way that he was going to be able to hit me, but he does manage to hit the Big Daddy, who turns with a howl of rage and barrels back up the stairway like an express train! I can’t see what happens next but the screaming coming from above leave me in little doubt as to the fate of my would be assailant.

Using the ensuing furor as cover, I run up the stairs and leap over the bar into the tavern itself. The fight, if you can call it that, has moved around a corner on the left and spilled out onto the stairway that I saw from outside, which leaves me free to investigate the tavern itself.

Surprisingly there are no bodies draped over tables as I had expected. Here and there are signs of the New Years celebrations I had observed earlier in my journey and on one table I find a recording from Andrew Ryan himself, apologizing to a lady, perhaps his wife or a girlfriend, for being late meeting her in the tavern.

Aside from this though the tavern holds little of interest and making my way to the back I find restrooms and a staircase leading to an upper floor.

A search of the restrooms proves productive, but does involve me in a short battle as a Splicer lurking within attacks me! Having dealt with him I find some proximity mines in two locked cubicles. These munitions are designed for use with the Grenade Launcher that Peach Wilkins gave me and will doubtless prove very handy as time goes on.

Turning my attention to the staircase I climb up onto a balcony above the bar. Two Splicers are wandering up here and charge as soon as they see me! For once I have the Camera to hand and snap a picture of the approaching pair before swapping to my Shotgun and cutting them down before they actually reach me.

Did I mention that you get extra credit for snaps which capture multiple subjects? I really should have mentioned that..

The heavy tread of a Big Daddy alerts me to his passing in the tavern below. Looking over the balcony I see him plod my with his Little sister trailing not far behind and as they disappear from sight under my feet I realize that in fact they are following the route down into the basement where I encountered them earlier and I make a mental note to be careful not to get in their way.

The upper floor is split into two levels and contains three bedrooms with numbered doors which “McDonagh” presumably rented out in better times. Number Five is directly ahead and numbers Six and Seven. I also find a health station on the upper section and seta bout hacking it.

A premonition suddenly grabs me and before going any further I make my way to the Gene Bank outside the tavern and switch my Plasmids around so that I once again have access to Inferno. On my way back in I run straight into a Little Sister and it’s all I can do to jump out of the way before her oversized protector comes barreling over to attack me!

Finally I make my way carefully back to the upper floor and set about investigating room five. The door opens easily enough but as I step through my head is wrenched around by a scream from behind me and I see an approaching Spider Splicer scuttling across the ceiling.

Blessing my foresight I lash out with Inferno and the creature bellows in pain and scurries away in search of water, only to return moments later blackened and smoking and after my blood. I repeat the process and this time after running back and forth for a few seconds, the Splicer collapses dead to the floor and coldly walking over I search his body to discover a “Spider Splicer Organ”.

Ok, back up the truck for a second here!

I was happy enough rifling through the pockets of the Splicers I killed for ammo, health packs and the like. But are we now saying that having sifted through the Spider Splicers pockets, we whipped out a scalpel and cut the fiend open??!!

I need a director to yell “CUT” here because frankly I need somebody to tell me what my motivation is to suddenly be cutting open the remains of my kills.

My heels once again click on wooden floors as I move to explore room five. The walls are wood paneled as well and one side of the room is dominated by a large window, revealing another view of the city outside. An old bed stands up in its end surrounded by stacked crates and curled in front of it is an old dirty looking mattress. I rifle through the crates and find absolutely nothing of interest before checking behind the bed frame itself and finding an Eve hypo and… ahhh, a safe.

Inside I find some armour piercing ammunition and an Eve hypo for which I am particularly grateful as my supply seems to have swindled to almost nothing.

Satisfied that there is nothing else to find I make my way up to room Seven and find a combination lock guarding the door. A little gentle persuasion on my part sees the tumblers fall into their correct positions and the door swings gently open to reveal much the same room design as before, but the opposite way around. This time though the ceiling has been partly ripped away revealing the pipes in the space above, some of which are leaking onto the wooden floor.

In the corner of the room two corpses lie stretched out on an old bed caught in the dusty beams of light spilling from between the slats of a boarded up window on the opposite side of the room. Closer inspection reveals one to be a man and one to be a woman. The two are holding hands and a recording device labeled “Saw Marsha Today” lies on the bed between them.

I play it and to my horror I discover that these two unfortunate souls were the parents of a little girl who was stolen away from them to be turned into one of the Little Sisters! I look again at the bodies laying together on the bed below me, the way they are facing each other, their hands clasped tightly together and suddenly the nature of their deaths becomes all to clear. Of all the horrific sights I have seen in Rapture thus far, none has quite managed to relay the human cost of the horror, quite as poignantly as this and I wonder if their daughter was one of the creatures I have killed.

As I turn to leave, a panel on the wall behind the bed slides opens and a Plasmid is revealed. This one “Shorten Alarms” looks to be a method of shortening the duration of security alarms and I put it gratefully in my pocket for future use.

I don’t know….. I’ve been I hotels where you could easily die of old age in the tie it takes to get room service! Never been tempted to commit suicide though… so ok, we’ll let it lie.

Putting the horror of room seven behind me I move onto room six and discover a fused lock which I blast open with the aid of my Electro Bolt.

As the door slides open a screaming Splicer virtually falls out in front of me! He must have been leaning on the door and now he struggles to get up and attack me, but my wrench ensures he will never rise again. As I duck to dispatch him a length of pipe arcs above my head, the botched attack of a second Splicer whom I’d failed to see behind the first! Quickly drawing my pistol I put two rounds in the creatures head and she falls to the floor and lies still.

A bed lies on its side on the left of the room and a body is stretched out in front of it, chained to the frame by one hand. A briefcase lies near to the body but contains nothing of interest and I’m just about to leave empty handed when I find a medical kit and a recording from McDonagh suggesting that if the authorities should arrest Fontaine, they should leave his business concerns whole and running. Their objections seem to have been more with the man himself, than with his nefarious business activities.

As I’ve been encountering these last few Splicers I managed to take their pictures and my camera now signals that it needs new film. Popping a new cartridge into the slot I snap the panel closed and leave these hotel rooms turned tombs behind me as I make my way back downstairs into the tavern.

You know this place reminds me more and more of a Hotel I once stayed at in a place in the UK called “Bradford” which is near “Leeds”. There were no dead bodies in the rooms as such… but you were left with the impression that the only reason for this was that nobody actually took advantage of the food they were offering at the bar downstairs, electing instead to eat out!

I had been booked into a room by the company I was working for at the time and when showed to it on arrival I discovered that there were six single beds in there! “I’m supposed to be in a single room,” I ventured. “That’s alright love,” replied the landlady, “nobody else is in here at the moment”.

Looking around the room as the door closed, my eyes were drawn to one ugly feature after another. The carpet was threadbare and had a section which didn’t match in one corner and a hole in another. The curtains were two small for the window and one was hanging off the rail in a forlorn and forgotten way.

I had my choice of the six beds, but none of the bedding looked particularly clean and one of the beds had a leg missing and was propped up instead on a large wooden box. Ironically this proved the most comfortable of the six and was where I staked my claim for the night. But I slept uneasily with the distinct impression that when I woke in the morning I would have been joined by five workmen who had arrived at the hotel late and been assigned the same room!

Happily I woke alone, but on venturing downstairs for breakfast I found my way blocked at the foot of the stairs by a huge growling dog! The muted growling rose in pitch as I attempted to step over or around the beast and in the end I elected to just stand there and wait to be rescued by the landlady!

I eventually made it in one piece to the dining room and sat down to discover that sitting at my table, in the center of my placemat between my knife and fork, was a large sleeping cat!

“Excuse me.” I called the landlady who was prowling disconcertingly around behind me. “There’s a cat on my cutlery!” Wandering over the woman nodded in agreement at the offending feline. “Don’t shout about it love.” She replied… “Everybody will want one!”

Anyway I suppose I should be grateful that I wasn’t attacked in my sleep by Splicers! Which reminds me, I’m getting off the point a little here.

Deciding that I’ll be able to collect the last of my pictures en-route, I leave the tavern and start making my way back toward Fontaine Fisheries. Along the way I manage to take snaps of a couple more Splicers, with the cameras research making me ever more effective at taking them on.

About half way back I come across a Big Daddy with his Little Sister in tow and as I snap their pictures, Atlas tells me it’s time to return to Peach Wilkins with the research. But distracted by this I forget to move out of the way of the Little Sister and before I know it she has walked almost right into me and is screaming for help!

Her huge bodyguard lunges in without question and the blow hurls me to the floor completely knocking the wind out of me. As I try to catch my breath, the monster brings his deadly rivet gun to bear and I barely manage to roll out of the way in time as the improvised ammunition tears up the floor where I had been laying stunned!

Desperately I run through a nearby doorway and up a flight of stairs, but the creature gives chase and though I daren’t look back I can hear the pounding of his weighted boots only yards behind me!

Ducking through into a room at the top of the stairs, my heart jumps into my mouth as I run right into a second Little Sister! Her Big Daddy roars in anger and immediately unleashes a stream of white hot rivets in my direction. Lady luck smiles on me as the volley misses me by inches, but as my original pursuer rushes into the room, he catches it full blast in the chest!

Completely forgetting me he charges forward with an insane bellow and attacks his fellow armour plated bodyguard! The noise is deafening as these two behemoths roar and their Little Sisters scream. In the fury of the melee I completely lose track of which of them is which and I push myself ever further back into the corner of the room for fear that either of them should once again notice me.

The amount of damage that the pair soak up is incredible! But eventually one slumps dead to the floor while the second stands wheezing over the body. Grabbed by inspiration I pull my grenade launcher from across my shoulder and fire at the victorious creature! At the first he thunders anger, but as the second shots strikes home he crumples dead over the body of his adversary.

For a moment my head is ringing so much with the noise from the battle, that I just have to stand and gather my senses. But gradually the fog clears from my head and I notice the crying of the two helpless Little Sisters kneeling next to their fallen bodyguards. Too good an opportunity to miss of course and with barely a moments thought for the suicide couple in the tavern room, I make my way forward to do what must be done.

What an incredible stroke of luck! Two for one and in the process I clear my Little Sister quota for the level! As you know, the number of available Little Sisters for a level is listed at the bottom of the “pause screen” and for Neptune’s Bounty it was three.

Of course the Big Daddies will attack each other just as readily as they’ll attack ordinary Splicers, if they get caught in each others line of fire and with our being so outgunned as a player this is a huge point to bear in mind.

This time it was pure luck of course, but I could equally have used my Plasmids to make one of them my personal bodyguard, or “Enrage” one of them and run for cover, either of which would have (hopefully) had much the same result.

I also took quite a pounding during this encounter, but nothing that a few health packs couldn’t handle eh?

You don’t “have” to get all the Little Sisters on a level by the way. But the truth is that it’s best to have a go because you need the Adam they supply to buy upgrades as you progress through the game.

The rest of the return journey to Fontaine Fisheries seemed to pass in a blur, but before I knew it my head was clearing and I found myself pounding on the huge metal door.

After a moment the hatch slid open and the visor clad face of Peach Wilkins considered me before speaking. “So I guess you’ll be wanting in then,” he sneered. “Well you’ll have to wait until I’ve got the place ready, out some coffee on and whatnot.”

With that the hatch slammed shut and I was once again left alone. “Don’t trust him,” warned Atlas. “He’ll stab you in the back as soon as look at you!”

A couple of minutes pass before finally the door slides slowly upward and I walk in. The temperature in the room beyond is noticeably colder, my breath steams out as I walk and the corrugated metal walls are thick with ice. It’s like walking into a freezer and I guess that that’s pretty much what it is as they’d have needed to keep the fish stored here fresh. A Gene Bank stands against one wall, so I could change my Plasmids

If I wanted, but I think that I’m fine for the moment.

Another closed door is at the end of the chamber and Peach Wilkins is nowhere to be seen, but his voice sounds over an unseen intercom. “You’re not coming in here with any weapons,” he announces. “Put them in the chute and I’ll let you through.

Atlas is not at all happy with this turn of events and warns me again to watch my back, but as it seems the only way forward I comply with my host’s request. Besides, I’ll still have access to my Plasmids. Dutifully I place my weapons in the indicated chute and sure enough the door slides slowly open.

Has it been you with all the black hand marks then?

It’s worth keeping an eye out here in this frozen area as there are many items frozen in the ice, which can be freed with a blast of your Inferno Plasmid. But you have to weigh the usefulness of the item in question against the use of Eve, as the one might not be worth the other at the moment.

Walking along a short corridor which turns to the right, I find myself looking into a large chamber through an open portcullis. Despite a feeling of foreboding, I walk through and am really not hugely surprised when the lights dim, frozen mist suddenly billows around the room making it harder to see and the metal gate crashes down behind me. It only remains to see what Mr Wilkins has in mind.

I don’t have to wait long as Wilkins voice once again crackles from the intercom system. Atlas was right about this mans paranoia, he thinks that I’m working on behalf of the dead Fontaine and he means to do away with me!

Seconds later at least two, maybe three figures lurch toward me out of the mist and the room explodes with gunfire! Diving behind a pillar for cover I return fire as best I can with my Electro Bolt and Inferno plasmids and am rewarded by the sounds of screams and running feet.

Diving over behind some crates for a better view of the room I roll out directly into the view of a Security camera which activates a baying alarm and dispatches a drone to attack me! Standing I run to avoid it and immediately come under fire from an unseen turret on the far side of the chamber. This whole area is a death trap!

Stumbling I fall over the crisped body of one of the Splicers I just burned and as I fall the drone swoops low over my head and smashes into a wall, bouncing off and hovering uncertainly as it tries to relock onto my position. Seizing the moment I disable and hack it, before sending it off to deal with the remaining Splicers.

As the alarm times out I roll back over and hack the camera. Wilkins voice rings out again but the man id babbling and I can barely understand what he is saying, then suddenly he looms out of the mist in front of me and swings a huge wrench at my head. Ducking instinctively I electrocute him and then set him alight, taking grim satisfaction from his screams as he runs around the room looking for water to put out the flames and fully appreciative of the irony of the ice all around if only he had the presence of mind to use it. He doesn’t though and moments later he collapses to the ground a smoking heap.

Carefully making my way to the back of the room I hack the turret which almost caught me earlier and then free from danger I take a little time to explore the room, which as the mist clears turns out to be a wide chamber with large refrigeration units lining both walls. The doors of the units are frozen shut but I free them one at a time with my Inferno. Some contain Splicers which are easily dispatched, all contain supplies of one form or another.

With the room finally clear I make my way out through an entrance and down a flight of stairs at the far end. Half way down, the stairs turn and I find a second chute in which are all my confiscated weapons which I collect gratefully before moving down the rest of the way.

At the bottom of the staircase is a much smaller room with two more freezer units and a terminal of a type I’ve not seen before called “Power to the People”. This turns out to be a weapons upgrade machine and I use it to improve the firing rate of my shotgun.

Opening the freezer on my left yields more supplies, but as I step into the unit on the right my head begins to spin and once again I seem to see ghostly images of past inhabitants. The two men have a short conversation about the stupidity of “crossing” Fontaine, before they slowly fade away.

Beyond them an iced over hole in the wall seems to lead to a tunnel beyond and with a blast of Inferno I clear it and step through. The walls are now hewn from the surrounding rock and the passage slants downward. “You’ve done it!” Yells Atlas. “My family are just ahead, hurry and I’ll meet you!” The radio then lapses into silence as I make my way down the passage, leaving Neptune’s Bounty behind me.

Salt and Pepper shakers in Neptune are satisfyingly large.

On which note we once again leave our hero as he delves ever deeper into unknown subterranean passages. Join us again next time as we boldly go where nobody with any sense has gone before and finally find Atlas’s family in the depths of “Smugglers Hideout”. In the meantime, keep your seals clean divers and your oxygen lines free.

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