Bioshock Hints

Splicer Combat Tips

  • 1 of 16: There's one splicer at the far end of the walkway, plus another one on a balcony over to the right.
  • 2 of 16: First, take care of the one on the balcony.
  • 3 of 16: The way to do that is get Telekinesis out and crouch-walk slowly onto the walkway.
  • 4 of 16: Look down near its other end to see an explosive red barrel.
  • 5 of 16: Pull that in with Telekinesis and hurl it at the splicer on the balcony.
  • 6 of 16: It can be kind of tricky throwing the barrel just right so that the explosion kills the splicer. You might want to quicksave before you try, just in case you miss.
  • 7 of 16: As for the splicer at the far end of the walkway, you can dispose of her with the old Electro-Bolt-and-pistol-shot routine, or you can lure her onto the walkway's oil spill and ignite it with Incinerate.
  • 8 of 16: Note that she's a thuggish splicer, and you probably haven't had much opportunity to gain research bonuses on those yet, so you might want to photograph her a few times before killing her.
  • 9 of 16: Before you move on, check for a machine gun and some ammo on your walkway, plus a prox mine on the splicer's balcony. (If it's not there, it was probably knocked down to the area below you.)
  • 10 of 16: At the doors past the walkway, get out your Enrage plasmid and only move forward far enough to open the doors. (There's a turret over to the right that'll see you if you go farther forward.)
  • 11 of 16: You should see a splicer walking from left to right ahead of you. Hit him with Enrage, then retreat and let the doors close.
  • 12 of 16: When the battle between him and another splicer in there is over, finish the survivor off (from the safety of the doorway if possible).
  • 13 of 16: Then run through the doors and straight ahead to get to a health station that you should hack.
  • 14 of 16: After that, run over and do the old zap-and-hack routine on the turret that's in the room's NE corner.
  • 15 of 16: After the turret is hacked, duck down and hide behind it while it shoots a splicer who appears nearby.
  • 16 of 16: You can also lead other nearby splicers back to the turret, at least until it gets destroyed.