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For the Multiplayer Level of Neptune's Bounty, see Neptune's Bounty (BioShock 2 Multiplayer).
Neptune's Bounty
It's scientific fact, that a diet rich in fish and sea greens improves cognitive function. Don't you want to be as brilliant as you can possibly be? Visit Neptune's Bounty…
― Public Address Announcements[src]

Neptune's Bounty (occasionally referred to as Port Neptune) is the third level of BioShock. Jack reaches Neptune's Bounty by the emergency Bathysphere docked at the Medical Pavilion. His objective here is to obtain a Research Camera and pictures of three different Spider Splicers for a fisherman named Peach Wilkins in order to gain entry to the Smuggler's Hideout and escape the city with Atlas and his family.

HistoryEdit

Neptune's Bounty was perhaps the largest port complex in Rapture where the vast majority of the city's fishing businesses were located. Since seafood accounted for a significant portion of the average Rapture citizen's diet and was a highly prevalent natural resource at the bottom of the sea, Neptune's Bounty, and the businesses therein were extremely important to Rapture's stability. One of those businesses, Fontaine Fisheries, served as a cover for Frank Fontaine's illegal smuggling operation.

A significant event which happened at Neptune's Bounty was the discovery of the mutagenic Sea Slug, the producer of ADAM. A fisherman with a crippled hand was bitten by one, and Dr. Brigid Tenenbaum noticed the man's hand had regenerated.[1] It was through Dr. Tenenbaum's following experiments that ADAM, EVE, Plasmids, and Gene Tonics came to be developed in Rapture.

As the Rapture Port Authority began to crack down on the smuggling ring, it was eventually discovered who their ringleader was.[2] This culminated in a large fight between Fontaine's followers and Ryan Security. Shocked by the huge number of citizens involved in the smuggling ring, the Rapture Central Council made smuggling a crime punishable by hanging.[3]

In the first few weeks of the Civil War, after Atlas' "thugs" were forced out of Point Prometheus, they ran to Neptune's Bounty.[4] They managed to keep control over the district for some time before finally being defeated by Ryan's forces, after which much of the district was locked up and the remaining smugglers decided to barricade themselves in Fontaine Fisheries for their own safety.

BioShockEdit

Neptune's Bounty Smuggler Hanging

Ryan is judge, jury, and executioner when it comes to smugglers.

Main article: BioShock

Rapture Metro StationEdit

To simply hang convicted smugglers wasn't enough for Ryan, who wanted to strike fear into those who endangered the city. The corpses of those hung for smuggling were publicly displayed at the metro station. The body of one smuggler is still there when Jack arrives. There are piles of seized smuggling evidence, a large number of fishing crates, and much debris which almost blocks the way.

A Bathysphere Schedule Board has fallen from the ceiling, apparently crushing a Big Daddy beneath it. In the corridor outside, the floor has collapsed and is partially flooded thanks to a leak in the ceiling. Outside the windows, bodies of drowned fishermen can be seen tangled in the seaweed, gently floating in the ocean currents. In the distance, Jack spies the shadow of a mysterious woman crouching on the ground who growls as he pushes forward and then leaps away into the ceiling.

Lower WharfEdit

Lower Wharf Sign
Neptune wharfs

The disused wharfs of Neptune's Bounty.

The Wharf in Neptune's Bounty is by far the largest area. Split into three parts, it was a centre of activity during the day, with the fishing subs of Rapture going in and out to deliver their catch. The sea is visible through huge windows. In the center of the Lower Wharf, Jack can clearly see a massive crane mechanism and giant sea gates which lead out to the ocean. Though disused now, these were most likely used to transfer the Subs into the docks. It was somewhere here that Tenenbaum identified the sea slug from which ADAM was discovered.

Fontaine FisheriesEdit

Fontaine Fisheries Logo
Neptune-Lower Wharf-09

Fontaine Fisheries. Smuggler HQ and home of Peach Wilkins. Please keep your Plasmids active at all times. Thank you.

Fontaine Fisheries was essentially the "front" for the smugglers in Neptune's Bounty. Appearing as only a giant freezer for fish, it concealed an entrance to the Smuggler's Hideout. Enemies of Fontaine were tortured and killed here before being frozen beneath the ice; when Jack arrives he can use Incinerate! to reveal two of these people, one having tried to write It was Fontaine on the ground before dying. Peach Wilkins continued to run the fisheries even after Fontaine's apparent death, and it became a refuge for him and other smugglers during the end of the Rapture Civil War. It will be here that Jack will be forced to fight the remaining smugglers and Peach as the man's paranoia about Fontaine's "ghost" unhinges him.

Upper WharfEdit

Upper Wharf Sign
Neptune-Upper Wharf-04

Decay lingers around the docks.

The Upper Wharf was used as a cutting, packaging, and distribution area for the docks production, with some fish going to Fontaine Fisheries for freezing. The Upper Wharf is the connection point where the workers can reach the Wharfmaster, the Jet Postal, or the Fighting McDonagh's tavern after a hard day at work.

Wharfmaster's OfficeEdit

Neptune Wharf-Master Logo

The Wharfmaster's Office is the highest floor of Neptune's Bounty and had been used as a police station on the docks by the Rapture Port Authority. When the RPA failed to effectively link the smuggling ring back to Fontaine, Sullivan, Ryan's chief of security, was brought in to regulate activities at the port, enforce the law against smuggling, and take charge of the investigation. Much of the area is filled with evidence films and files. It seems to have been put in lockdown and disuse after Fontaine was killed, Sullivan resigning over the death penalty being instituted for smuggling, and the start of the war.

The Fighting McDonagh's TavernEdit

The Fighting McDonagh's Tavern Lettered version

Fighting McDonagh's was the place for rest at the end of a working day. It has a fancy entrance into a pub/bar area with windows looking out into the sea. Upstairs there were three rooms for anyone who wanted to stay for the night. One of the rooms appears to have been used for interrogation sessions as it contains only a dead man, chained to a bed, along with other trivial items (accessing this room springs a Splicer ambush). The Shorten Alarms Tonic is located in room #7 which was rented by Mr. and Mrs. Lutz as they searched for their missing daughter. A code is required to unlock the room and can be located in the Upper Wharf.

Jet-Postal Substation IIEdit

Jet-Postal Sign

Opposite the Fighting McDonagh on the viaduct walkways is one of Rapture's Jet Postal installations, where past and packages were sorted and many of the mail system's network of Pneumo lines converge. A mail service window and mailboxes are located in the facility. One of the Spider Splicers Peach Wilkins wants to be researched using the Research Camera is located here.

MapEdit

This map is interactive. Click on an icon to find out more about it, or choose a tab to see a different map.
Healthstation
Health
Station
Icon vending
Vending
Machine
Icon gathergard
Gatherer's
Garden
Genebank
Gene
Bank
Botshutdown
Bot Shutdown
Panel
Icon uinvent
U-Invent
Station
AudioDiary
Audio
Diary
Plasmid
Plasmid
Genetonic
Engineering
Tonic
Physical Tonic
Physical
Tonic
Combat Tonic
Combat
Tonic

New DiscoveriesEdit

Little Sisters in this Level

Ungathered Icon Ungathered Icon Ungathered Icon

Single Use EventsEdit

New WeaponryEdit

New Plasmids and Tonics (Found)Edit

New Plasmids and Tonics (Available at a Gatherer's Garden)Edit

New EnemiesEdit

Coded DoorsEdit

  • Lower Wharf - 5380
  • Fighting McDonagh, Room 7 - 7533

Audio DiariesEdit

For Radio Messages in Neptune's Bounty, see Radio Messages: Neptune's Bounty - Smuggler's Hideout.
  1. Sullivan - Timmy H. Interrogation
  2. Andrew Ryan - Fontaine Must Go
  3. Sullivan - Bathysphere Keys
  4. Brigid Tenenbaum - Finding the Sea Slug
  5. Mariska Lutz - Masha Come Home
  6. Sullivan - Picked Up Timmy H.
  7. Andrew Ryan - Watch Fontaine
  8. Sullivan - Have My Badge
  9. Brigid Tenenbaum - Adam Discovery
  10. Bill McDonagh - Eden Leaking
  11. Brigid Tenenbaum - Fontaine's Smugglers
  12. Andrew Ryan - Death Penalty in Rapture
  13. Sullivan - Smuggling Ring
  14. Andrew Ryan - Working Late Again
  15. Bill McDonagh - Arresting Fontaine
  16. Mariska Lutz - Saw Masha Today
  17. Bill McDonagh - Meeting Ryan
  18. Peach Wilkins - Putting the Screws On
  19. Bill McDonagh - Rapture Changing

WalkthroughEdit

Extended Walkthrough

Hallways to Lower Wharf

  • Circus of Values ("CoV") machine.
  • Check below to see what loot will be coming before buying.
  • Spider Splicer goes into a hole in the ceiling. Don't waste ammo.
  • Electric Buck on edge of hole.
  • First Aid Kit ("FAK") and ammo on the floor.

Lower Wharf

  • The first big area is easier if saved for last. Take the first door on the right.
  • In bottom crate there is ammo.
  • In third uncovered grill in the floor there are armor piercing bullets.
  • Hug the right wall and stop before stairs down.
  • Get Electro Bolt ready and bring up Machine Gun with anti-pers. rounds.
  • Run down the stairs to the first landing, turn and shoot Splicer.
  • Move to left just enough to get Splicer coming upstairs from the water.
  • Move to the bottom of stairs, turn past the last post, zap RPG Turret.
  • Run up the ramp and hack it.
  • Continue over and down behind Turret into…

Peach Wilkins' Room 1

  • 2 FAKs on the floor, 1 on a table in the back, 1 in the ceiling.
  • Knock on the door. Peachy starts talking. Move back to the entry door.
  • Spider Splicer drops down. Evade and run in tight circles around the post.
  • You cannot kill the Splicer, just keep your health up. Help comes.
  • Pick up Grenade Launcher and leave.
  • Do not pick up FAKs if you have at least 6 already. More are coming.
  • Return to…

Lower Wharf, 2nd Visit

  • After climbing past Turret, zap 3 Splicers down in the water (twice).
  • Use Telekinesis ("TK") to fetch their corpses for searching.
  • Pistol ammo on rim below the waterfall.
  • Hack CoV machine. Electric Buck is in its tray. (More EVE is coming.)
  • FAK is often found at foot of stairs going up.
  • Continue up to Gatherer's Garden.
    • Get Health Upgrade and Plasmid slot for Incinerate!.
    • If you don't have the ADAM for a slot, use Gene-Bank on other side and
    • replace TK with Incinerate, the latter of which is essential.
  • Go left past the GG and jump through the opening down into water.
    • Blast the Security Camera, continue to right and hack Bot.
    • Drop down the left side into lower water and head to back left.
    • Code for the locked cell is 5380.
    • FAK, ammo, Recording: "Sullivan-Timmy H. Interrogation".
    • Splicer awaits when you come out. Zap him once and let the Bot take him.

Halls to Upper Wharf

  • As you approach entry to halls, Nitro Splicer runs by.
  • Incinerate! her and switch to TK to catch grenades.
  • Go through the entry, turn right, Incinerate! 2 Splicers at top of stairs.
  • Back out and wait for them to burn.
  • Go back in. Leave FAK and EVE against the wall for now. Turn right.
  • Move up to hole in the floor in a nook to right. Crouch and enter.
  • Pick up FAK, recording: Fontaine Must Go, auto anti-pers., 2nd FAK.
  • Start back and EVE falls from above.
  • You may be able to Incinerate! Splicers from below; otherwise…
  • Exit crawl space, turn and Incinerate! then shoot 2 Splicers.
  • Continue down halls until 2 prox.mines, cash, ammo are on the floor.

Upper Wharf

  • When next door opens, peek around left side; Incinerate! distant Splicers.
  • Step back, draw a weapon, wait for one to come to you or until bot finishes them.
  • EVE is behind leaning pallet facing you if you need it.
  • Continue to table with FAK and recording: Finding The Sea Slug.
  • Next section on the right overlooks Lower Wharf:
    • Climb onto the ledge below and look right at EVEs and a FAK.
    • To the right on the edge of the crab sign is some Electric Buck.
    • A FAK can be seen sparkling in the distance to the left of the second EVE.
    • Right next to the first EVE and FAK there is a beam crossing over the
      • pier onto another ledge with a crate with some frags.
    • Crossbeam and ledges back to Upper Wharf.
  • Continue along the right wall until almost to vertical pipes.
  • Round corner, zap-hack RPG Turret.
  • Big Daddy Battle
    • Many strategies work. Example: use Proximity Mines, frags, gas tanks.
    • Lure the Big Daddy into an area where the hacked RPG Turret can help you.
    • Enrage one BG to kill the other: Get on the top wharf. Look down. Shoot the lower one. Go down and lure him up to near the other BG. When they're close, use Enrage on the one who you aggroed from above. Make sure they're about the same health level by shooting the stronger one. In the end, you'll have two Little Sisters with very little ammo usage.
  • On floor: Recording: Masha Come Home, ammo
  • Corpse: Recording: Picked Up Timmy H.
  • If you have at least 160 ADAM after killing the Big Daddy, you should really
  • go back down to the Gatherer's Garden for a Plasmid slot and Target Dummy.
  • Approach the locked gate behind Turret from the left.
  • Pistol/Machine Gun shoot the lock and hug the left wall.
  • Splicer will come out. Shoot once and RPGT will finish her or do it yourself.

Stairs to Wharfmaster's Office

  • At top of stairs is an unreachable Security Camera.
  • Edge past corner and destroy it.
  • Ammo on the floor at the right of the room.
  • 1 Frag on ledge opposite base of stairs (up high), use TK to grab.
  • Recording by CoV: Watch Fontaine.
  • Before buying at CoV:
    • Coming soon: 4 FAKs, 1 EVE, 4+ frags.
    • Also note that back at Peach's, you will lose a lot of excess standard ammo
    • and all non-standard ammo such as Proximity Mines, but you will get all the
    • FAKs and EVE you can carry plus several Automatic Hack Tools.
    • So you probably do not need to buy any more FAKs or EVE here.
  • Continue to Security Camera on left. In the corner behind a post: 3 frags.
  • Next stairs lead to a locked door on the right. This is the…

Wharfmaster's Office

  • Challenge: Try to hack 4 Turrets and Security Camera without losing one.
  • Break lock. Save game.
  • Turret #1:
    • Run down the hall to the right, zapping then hacking RPG Turret.
    • Immediately back up just a few steps to avoid Turret to the left.
    • Back against the wall to give RPGT room to blast Splicer coming in.
  • Turret #2 (without Target Dummy):
    • Run back the way you came in, turning right at the hall.
    • Run down the hall and zap the Machine Gun Turret BUT…
    • Keeping going and zap-hack the RPG Turret to its right.
  • Turret #3:
    • Immediately when done, turn, re-zap the other Turret and hack it.
    • If you hack the first Turret first, it will shoot the unhacked RPGT.
    • This way, none of the Turrets fire at each other.
  • Security Camera:
    • Just turn around and hack it.
  • Turret #4:
    • Move past the RPG-Turret to end of the hall. The last Turret is in a nook.
    • Turn left into nook and zap-hack. Mission accomplished.
  • This is much easier with Target Dummy.
    • After the first Turret, go back down the hall by the desk.
    • Turn and put a target in the middle aisle to decoy middle RPGT and Camera.
    • Run down the next hall as in #2, but hack the first Turret.
    • Turn and hack the RPG Turret to the right while it is still firing at the decoy.
    • Hack the camera.
    • For Turret 4, put a target out away from you and hack it.
  • Hole in wall by #4: prox.mine, 2 FAKs.
  • Left cell in middle, going back: EVE in the sink.
  • Other cell: BD corpse with big cash, Health Station.
  • Crawl Space between the entry door and Machine Gun Turret:
    • Blast Security Camera with Shotgun.
    • Recording: Have My Badge, Grenade Launcher with 5 Grenades.
    • Safe: Easy. 3 Anti-Personnel Rounds, 2 Heat-Seeking RPGs, $33
  • Circle the area to loot the Splicers which have been getting killed.
  • Break lock on the last cell, crawl through a hole in the wall to…

Interrogation Rooms

  • Follow halls to an office with Research Camera.
    • From now on, ALWAYS have your camera ready to shoot.
    • Always take two pictures per subject for Research Credit.
    • If time allows, you may get credit when taking a third picture of the same foe.
    • Credits get best perks in the game. Read the Research Camera page.
  • 2 FAKs next to a camera.
  • Take 3 pics of Splicer in the next room. (3rd may take several tries.)
  • Just take 2 pics of burning Splicer around the corner.
  • Switch to a weapon and finish him off.
  • Go to broken window and photograph Splicer and camera.
    • Go just far enough to pick up Security Bullseye Plasmid.
    • Temporarily replace Incinerate! with it.
    • Hit Splicer with Bullseye and take pictures of Bots and Splicer.
    • Go back in the window, go to Gene-Bank, and put Incinerate! back.
    • Use TK to pick up ammo and FAKs and drop down below.
    • Go back out the window, turn right and work your way down.
  • Blast Security Camera. Ignore ammo machine. Ammo disappears soon.
  • Recording: ADAM Discovery.
  • Weaken Big Daddy
    • Note that you are in a locked area next to the Upper Wharf.
    • You can freely chip away at a Big Daddy with various abundant ammo.
    • Stop when his Health reaches 25% so that you can easily finish him later.
    • Sadly, you are low on Film, so take his picture later.
  • Continue on to…

Halls to Jet Postal

  • Recording: Eden Leaking, lock box, auto anti-pers., FAK behind water.
  • Security Camera on right in glass passageway.
  • Put a Target Dummy in front of Security Camera.
  • After hacking, two Splicers attack decoy.
  • Get down and back up the way you came behind a post to let Bots help.
  • Photograph Splicers and bots then help kill Splicers.
  • Recording: Fontaine's Smugglers. 2 Pep Bars below it.
  • Turn right to go to…

Jet Postal

  • Walk up to the door on the right and turn around clockwise, you'll see some Film.
  • Two Splicers will come to the door. Photo and kill them.
  • Turn around and loot the front room:
    • Film. Recording: Death Penalty In Rapture.
    • Use TK to get 3 corpses hanging from the ceiling: some FAKs and 3 Exploding Buck.
  • Backroom, front half:
    • Camera/Film, FAK, ammo, cash reg., Pep Bars, Film.
    • Jump up between last two Pneumos and look for signs of a Spider Splicer.
    • Just keep aiming the camera at the ceiling in front of Security Camera and snapping.
    • Use Shotgun to blast Security Camera.
    • Splicer should come around, take more pictures (another 2 possible).
    • Should earn perk: Spider Splicer's heart transforms to FAK.
    • If perk has not yet been earned, don't loot the Splicer's heart.
  • Backroom, back half:
    • Bandages, prox.mine, cash, ammo, Film in destroyed Security Camera.
  • Coming soon: FAK=3, EVE=3, frags=4, prox.mines=7, lots of cash.
    • So at CoV machine, limit yourself accordingly. Have 50-60 Film.

Glass Passageway

  • Shoot a Proximity Mine at the bottom of each set of stairs as you pass by.

Fighting McDonagh's Tavern

  • Have camera ready, snap (twice) as soon as the door opens.
  • Two Splicers inside. Photo and kill.
  • EVE on the ledge to right above crawl space, 00 Buck on beam to the right of the entrance door.
  • Enter water at right, go in crawl space. Recording: Meeting Ryan, 00 Buck, Pistol Rounds.
  • Flooded room:
    • 2 Splicers (zap water, take pics), Security Camera, Health Station.
    • Frag, 00 Buck in a corner near the camera (not on Hard). Film, bandages.
    • Go upstairs and take the door on the right.
  • Backroom:
    • Desk: Film, recording: Rapture Changing.
    • Crawlspace:
      • Machine Gun Turret. Photo twice, zap and hack.
      • Get out of the way after hacking while it shoots Splicers.
      • FAK by entry, 3 frags.
      • Safe: Medium-. Automatic Hack Tool, 4 prox.mines, 3 elec.buck.
    • Exit room, zap broken door control.
  • Bar:
    • It is hard getting up the stairs and around the bar with 2 Splicers shooting.
      • Instead, go back to the flooded room and out the crawl space you came in.
      • If you are low on FAKs or EVE (usually only if playing on Hard), use the CoV.
      • Go up the steps to the bar.
      • Place a Target Dummy across the room, go right, photograph-kill Splicers.
    • Recordings: Smuggling Ring, Working Late Again
    • FAK inside the post with water spraying.
  • Downstairs restroom:
    • Nitro Splicer, photo twice, kill, back away from the explosion.
    • First stall, pay $5 and find 2 prox.mines and EVE.
    • If maxed out on either, use TK to move then out by stairs.
  • Upstairs hall:
    • Fire a Proximity Mine at the first set of stairs (on the left).
    • Splicer at end of hall. Photograph and kill.
    • Nitro Splicer from stairs at left. Try to lure him into the prox.mine.
    • Photo, use TK to throw back Grenades.
    • FAK on the floor. Set prox.mine at bottom of each stairs to next level.
    • Health Station at end of next level hall. Hack or shoot.
  • Room 5:
    • Set a Proximity Mine outside the door.
    • Prox.mine, EVE, Elec.Buck in front of room
    • Safe: Medium. 45 Armor Auto Rounds, 3 Elec.Buck, EVE
    • When you exit, Spider Splicer attacks. Get pics.
  • Room 7:
    • Door lock code = 7533.
    • Shorten Alarms tonic after poster falls off the wall.
    • Recording: Saw Masha Today, About $50 cash.
  • Room 6:
    • Place Proximity Mine inside near the door.
    • Splicer in the back corner.
    • Pictures may earn Static Discharge 2, a very valuable tonic.
    • FAK, Recording: Arresting Fontaine
    • 2-3 Splicers will attack.
  • A few Splicers will still be roaming the area for you to kill,
    • including a Splicer-bot pair.
  • Hang around until you find a BD-LS pair and kill BD, which is #2 of 3.

Back to Glass Passage

  • Splicer, Turret gun. Photograph them all.
  • It is important to photograph all Turrets to earn "instant hack" ASAP.
  • If you need more FAKs or frags, go to the CoV in Jet Postal.
  • But remember that more FAKs/EVE than you can carry are coming up.

Upper Wharf

  • Stay by the door from the flooded hall into Upper Wharf to wait for Splicer.
  • He is very tough (on Hard). Frag him ASAP. Others may come around.
  • A Nitro Splicer may be in the rooms above, throwing frags at you.
  • Gate through which you previously shot Big Daddy is now unlocked.
  • Finish off Big Daddy (when Little Sister is with him).
  • If your FAKs are low, CoV is through the gate by the Turret gun.
  • Going back, shooting a Health Station adds another FAK.
  • Head back down to…

Lower Wharf

  • Visit Gatherer's Garden:
  • When you approach Wrench Lurker tonic, a Spider Splicer attacks.
    • She is very tough and hard to kill.
    • If there is a Big Daddy upstairs, the player may lure the Spider Splicer upstairs and enrage it for the Big Daddy. This way, the player can research without fighting.
    • Her loot: 2 Automatic Hack Tools, FAK, 3 EVEs.

Peach Wilkins

  • Enter and Incinerate! ice with Focused Hacker tonic and EVE.
  • On floor: EVE and FAK.
  • Gene-Bank: Have Enrage, Incinerate, Electro Bolt and Target Dummy.
  • Telekinesis will not be needed and can be returned later.
  • Next room: melt ice on right for Automatic Hack Tool, FAK.
  • Stand on the left side of next door but don't go through.
  • Many strategies are possible. Below is one. Save to retry.
  • The battle sequence starts as soon as you enter this room.

Peach Wilkins Battle

  • See two round freezer doors to the right.
  • Run to the dark area between them.
  • Auto-hack the Security Camera. Lights will dim.
  • Turn right and go in the dark until you reach the wall, then…
  • Turn left and go until you reach a crate.
  • Jump onto the crate and then turn right and jump onto a platform.
  • A door in front of you has a Machine Gun Turret behind it.
  • Move to the right where metal plates provide cover and crouch.
  • Wait until you hear Splicers, then set a decoy off to the right.
  • Turret door opens, zap-hack Turret.
  • If Splicers get where they can see you, Enrage or Incinerate! them.
  • Keep this up and watch your Health until the battle is over.
  • Aftermath:
    • Keep Incinerate! handy when you step down for any stragglers.
    • Turn left and down stairs to get your weapons back.
    • Bring up each weapon to get them loaded.
    • Notice you have lost all non-standard and much standard ammo.
    • Come back up and loot battle area, freezers, and prior rooms.
    • You may have to melt the ice around freezer doors.
    • Back-right of freezer nearest stairs:
      • Melt ice in the back to crawl through.
      • Melt ice in the back to get to the other freezer with cash and Hack Tool.
    • Use Gene-Bank to put back Telekinesis or make other adjustments.
  • Loot: 8 EVEs, 4 FAKs, Auto-hacker, $120
  • May still be EVE, FAKs, Auto-hack, and ammo in outer rooms.
  • Clearly, you are going to be leaving EVE and FAKs behind.
  • Downstairs:
    • Power To The People dead ahead. All choices are good.
    • Freezer to the left: 2 Splicers. Safe: ammo, Hack Tool.
    • Recording: Putting The Screws On. Two Pep Bars.
    • Under stairs in ice: ammo

Return for Ammo and Lower Wharf

  • Go back out through Peach's to the RPG Turret (now broken).
  • You will hear/see a Splicer beyond the Turret. Incinerate.
  • She will run to the water where you can zap her. Search for loot.
  • Go up by the Gatherer's Garden, past to the stairs to Upper Wharf.
  • Turn right and go back to Jet Postal.
  • You may bump into some Splicers along the way.
  • At Jet Postal, get 6 Proximity Mines from the CoV.
  • As you go, pick up any ammo previously left behind.
  • Go back down to the first Lower Wharf area.

First Lower Wharf Area

  • Go through the door, turn left, and jump down below the wharf.
  • Turn and see the red light of a Machine Gun Turret.
  • Decoy or zap Turret, photo and hack it.
  • Hug the right wall and cross the open area to the 2nd wharf.
  • Decoy or zap Turret, photo and hack it.
  • Under wharf: EVE, FAK, ammo, Recording: "Bathysphere Keys".
  • Middle area: FAK, Medical Expert tonic.
  • Splicers and Turrets will fight. Take "snap-shots".
  • Also photo a Big Daddy.

Exit, Freezer Right

  • Head back to the downstairs area of Peach's where we left off before.
  • Melt the ice on the right-side freezer.
  • In the back, melt ice twice to get to Smuggler's Hideout.


Bugs/GlitchesEdit

  • This level is one of the locations of the extra Little Sister bug.
  • With the Xbox 360, if the player downloaded the 1.1 patch and DLC and loads the Plasmid Sonic Boom at the Gatherer's Garden, the player may experience the fourth Little Sister glitch in this level. A possibly related side effect of this is that the player cannot pick up ammo, even if the player's weapon is not at full capacity until all of that ammo type has been discharged.[confirmation needed]

GalleryEdit

Behind the ScenesEdit

  • In Roman mythology, Neptune is the god of water and the sea and his bounty is the seafood, hence the name of this district of Rapture (the Greek equivalent is Poseidon).[5]
  • The area of Neptune's Bounty that Jack visits during the events of BioShock is listed as Pier 4 on a number of signs on the Upper Warf. This would suggest that Jack only visits the Fontaine Fisheries' pier and that there are larger unseen portions of Neptune's Bounty.
  • Despite the fact that Atlas had originally planned for Jack to go directly to Neptune's Bounty from the Transit Hub in Rapture's Welcome Center, nowhere in Neptune's Bounty will the player find a passage leading to the Welcome Area. There are not even any locked doors or blocked hallways which might lead to other areas in Neptune's Bounty containing such a passage.
  • In one of the lower rooms of Fighting McDonagh's Tavern, a Big Daddy can be observed outside a window. If one were to go into No-Clip Mode (PC/Mac Only) and pass through this window, they'd find this Big Daddy to have fully functional AI. Upon attacking the player, it will return to speeds comparable to being out of the water.

ReferencesEdit

  1. Brigid Tenenbaum's Audio Diary: Finding the Sea Slug
  2. Sullivan's Audio Diary: Smuggling Ring
  3. Sullivan's Audio Diary: Have My Badge
  4. Rapture Radio, Civil War Announcement: "After the bombing of the Kashmir, we were all plenty scared of Atlas and his thugs. But only a fool counts out the right-thinking folks of Andrew Ryan's Rapture. Atlas' thugs have been pushed out of Point Prometheus, they're on the run in Port Neptune. It's one thing starting a war, Atlas, but finishing one's an altogether different matter. Folks say it's only a matter of time before Atlas' entire mob comes out waving the white flag…"
  5. Neptune on Wikipedia

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