Comprising the vast majority of the surviving members of Rapture's population, the "splicers" are the main enemies faced in the series. Horribly mutated by ADAM abuse, Splicers are barely human, completely insane and won't hesitate to attack the player on sight.Each Splicer is defined by two different traits: their character model, which determines their overall apperance and what dialogue lines they have, and their splicer type, which determines their combat abilities; any possible combination of the two can be encountered. The exceptions to this are Brute, who has his own type, and Crawler, who is always a "spider" type.
Ax-Crazy: As conditions deteriorate, the splicers are cutting up anyone, living or dead, and digging around in their innards for ADAM. Or, if all else fails, lying in wait for a Little Sister to come along and harvest your corpse.
Body Horror: All of the Splicers have been hideously disfigured as a result of oversplicing: many sport visible infections, massive tumours, club feet, distended stomachs, Tainted Veins, and distorted facial features.
Having exhausted all of Rapture's food, the Bioshock 2 splicers are more emaciated and, in some cases, the bone structure remodels itself to add extra fingers, or even talons.
The Crawlers manage to top all of this by way of a complete complete skeletal overhaul: their skulls are horribly misshapen—and noticeably cracked—their limbs are long and twisted, they've got only one eye left for each of them, and the skin has pulled almost completely away from their teeth.
Clingy Costume: Atlas guesses that the splicers are still wearing their masquerade outfits to hide their deformities. In BioShock 2, the splicers are even more misshapen, with their bodies having molded to the shape of clothes and footwear; hence, Toasty's head tumor (growing over the bandage) and Lady Smith's gazelle-like feet (caused by wearing pumps). Tumors are oozing through the holes in their garments, as though the clothes are now bonded to them.
The Corruption: ADAM acts a benign form of cancer, killing off the host's cells and replacing them with healthy-but-randomized genes that promote superhuman feats. However, the stem cells eventually consume too much of the body, causing disfigurements, mental problems and, one assumes, exquisite pain. ("It hurts to breathe!") In the end, the increasing demands on the junkies' bodies means that they will have to take more and more ADAM just to function.
Enemy Chatter: They often talk amongst themselves, and they all taunt the player.
Facial Horror / Mix-and-Match Man: Casualties of the war (or pedestrians who spliced a few too many times) went directly to Steinman's to fix their injuries. More often than not, this meant hastily stapling their wounds shut, or grafting someone else's forehead over theirs. A field medic with a rusty scalpel could probably do a neater job. And Heaven help you if you were a woman; that's when Steinman decided to get creative.
Hate Plague: There may be few splicers who aren't characteristically violent, but you wouldn't know it, since Ryan is pumping pheromones into the air system to drive them into a frenzy. It was Dr. Suchong's inspiration to control the citizenry through mental suggestion, but Ryan signed off on it. Now, they are little more than a hyena pack pointed squarely in Jack's direction.
He Who Fights Monsters: At least a good chunk of the splicers were originally people who tried to fend them off with ADAM, only to end up becoming one as well.
Hearing Voices: An idle splicer will stand around talking to... no one in particular, actually. Some of them are hallucinating about life before the war.
Inelegant Blubbering: When Splicers cry—and given how broken they are, that's more often than you think—they don't cry prettily.
The Insomniac: Several splicers complain about not having slept in weeks, possibly due to the pain (or as a side-effect of the plasmids). This accounts for their lack of concentration, hallucinations, and perhaps even insanity.
Madness Makeover: The multiplayer characters are as good an example as any. Each has their own backstory, plus character portraits from before and after they joined the rebellion. They're still wearing the same clothes, except in tatters, and they look like they've been hit by a Mack truck.
Manufacturing Victims: Ironically, many of them injected Plasmids as a means of defense against the splicers.
Mook: Thuggish and Leadhead Splicers. They're not even worth hypnotizing, frankly. Leadhead Splicers get a lot more dangerous in the second game after they start packing Tommy guns and shotguns.
Malevolent Masked Men: All Splicers wear masks to cover their deformities, with the exception of the Brutes.
Nightmare Face: The concept art for the Splicers was based on Project Facade, a pioneering clinic which specialized in plastic surgery of the face. Most of its patients were WWI vets who sustained gruesome facial injuries.
Suicidal Overconfidence: On account of being too far gone for any sense of self-preservation to remain, Splicers will engage any living thing between them and ADAM, even if that means incurring the wrath of a Big Daddy.
What Measure Is a Mook?: Prior to becoming addicted to ADAM, the splicers were likely average, everyday citizens of Rapture. With the bathyspheres put on permanent lockdown by Ryan, there was no escape for them.
McDonagh: The dead rot in the streets, and Johnny and Janey Citizen are lined up round the block for Plasmids. Anything to help fend off the rabble.
With Great Power Comes Great Insanity: The automated public address system throughout Rapture reminds citizens to use ADAM in moderation. "Remember, a careful splicer is a happy splicer!" Obviously, they didn't listen.
Zerg Rush: Individually, the Splicers aren't that dangerous. But there's a lot of them and they have no concept of self-preservation, so they can generally bring down any opponent through force of numbers and sheer determination.
"I'm an 'ard man, mate. That's how it is down 'ere: survival of the 'ardest man."
Self-styled top of Rapture's food chain, the Brute has spliced himself into a musclebound gorilla of a human being; on top of being overbuilt, he's also aggressive, pugnacious, coarse, violently homophobic, and very very vocal about it. Appearing exclusively in the second game, he also seems to be the only member of Sofia Lamb's "Rapture Family" who isn't motivated by religious fervor, but an addiction to violence.
Armoured Closet Gay: In spite of all his homophobia, the Brute can be heard making a few interesting remarks to the opposite effect when alone; and when he's under the effects of the Hypnotize plasmid...
Baddie Flattery: Of course, while hypnotized, he starts complimenting Delta a great deal.
Hates Being Touched: Apparently a side-effect of his homophobia. He says he could have been a wrestler, but he prefers boxing since wrestling involves two men touching each other too much for his liking.
Large and in Charge: With the exception of Sofia Lamb and the other lieutenants, the Brutes are generally the highest-ranking members of the family. It's a good thing the Brutes weren't around for the events of the first game; they could take on a Big Daddy and probably win.
MacGyvering: Apparently, the Brutes are created through a mixture of leftover Gene Tonics, Sports Boost and Armored Shell being the most obvious components.
Man on Fire: In Minerva's Den, Fiery Brutes make their appearance. They are surrounded by an orange glow, and leave flaming footprints wherever they walk. Also, when struck with a melee attack, these Brutes expel fire, so you must take them down from a distance. Obviously, they are completely immune to all fire-based attacks. In the main game, one Brute in Siren Alley will emerge on fire, on account of having torn a gas main while breaking in.
Sir Swears-a-Lot: Out of all the Splicers, he undoubtedly uses the most foul language. In fact, when charging, his only line is a deafening roar of "FUCKEEEEEEERRR!"
Smarter Than He Looks: There are few hints that the Brute is a lot cleverer than most of his dialogue would imply; he can be heard talking about the necessity of bone density to back up the muscle mass he's gained, and some of his dialogue can be surprisingly eloquent. Plus, Leo Hartwig, the original Brute, cobbled together the Brute-splicing formula himself, and goes into battle accompanied by hacked security bots.
"AAAAAAAAAAAAAAAAAAAAAAAAAAHHH! HELP MEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!"
Though the Crawler is a Spider Splicer by default, he tends to offset the stealth aspect of the character by being the noisiest of all enemies in BioShock 2, with the possible exception of the Big Sister. More disfigured than any other splicer in Rapture and even more deranged, the Crawler is very vocal about his problems, screaming and wailing with every move, sometimes even accusing the player of being a figment of his imagination.
Four Fingered Hand: Almost. His pinky finger on each hand has atrophied considerably, in contrast to the rest of his fingers which have grown freakishly long.
Happy Place: The Crawler reacts to the hypnotise Plasmid very differently to other targets in the game; while most Splicers under the influence see the player as a friend, the Crawler sees the whole experience as one of Sofia Lamb's therapy sessions, where he evidently feels most comfortable.
Inkblot Test: While hallucinating a Rorschach test, Crawler declines to tell Dr. Lamb what he sees ("It ain't decent!") before finally spilling the beans.
"I see two dogs, alright? Copulatin'!"
The Insomniac: Type C—it's driven him even further into insanity.
Madness Mantra: "I hear 'em when I'm asleep... when I'm awake... when I'm asleep, when I'm awake, when I'm asleep, when I'm awake, when I'm asleep, when I'm awake, when I'm asleep when I'm awakewhenimasleepwhenimawake ARRRRGGHHH!"
Manufacturing Victims: Apparently, as a very devout member of the Rapture Family, he's hopelessly addicted to Sofia Lamb's therapy.
Please Wake Up: The Crawler sometimes treats dead bodies as though they're only sleeping, often recommending they join the Family when they wake up. Also, one dialogue option has them do this for the player.
Screaming Warrior: Yeah, anyone who goes into battle screaming "help me" has serious problems.
"Came here to be a star! Came here to be a star- Not too late, not too late!"
Evidently in show business before the Civil War, the Baby Jane splicer is still trying to find work in the theatre, and can often be heard insisting that she's a star. Sometimes, she experiences moments of lucidity when she realises that Rapture is no longer fit for theatrical performances and her face has been ruined by constant splicing; unfortunately, she decides to take out her frustrations on the player.
Apologetic Attacker: If she manages to kill you, Baby Jane may apologize profusely. Then again, she's just as likely to blame it on another 'accident'.
(sobbing) "They'll be okay, right?! I mean, it was just- it was just an accident!"
Cute Monster Girl: Undoubtedly the most attractive of the Splicers, even though she's just as loony as the others. In Bioshock 2, the left side of her body is abnormally long and her mouth is locked in a rictus grin, subverting this somewhat.
"These assholes don't get it. I'm a winner; gonna show Ryan and all of 'em."
A businessman of some sort, the Breadwinner is under the delusion that Rapture's steady collapse is "just a bad quarter," and he still has a chance to make it big- when he isn't under the impression that he's already made it to the top.
Casanova Wannabe: Definitely not to the same extent as Toasty, but he still sometimes mutters to himself about how he's got to find some ladies to "carry on the family name" and "rebuild the population".
"They want what we got. And we gotta defend what's ours!"
An elderly security guard, Ducky differs from most of the other Splicers in that, rather than being delusional or lost in his own private fantasy, he's just aggressive and paranoid- not to mention insanely nationalistic.
Properly Paranoid: At times. They seem to be more self-aware than the other Splicers, but are still not remotely sane in the least
Racist Grandpa: Can be heard snarling furiously about "parasites," papists, and race-mixers.
"I swore an oath to do no harm, and I... mostly... meant it."
A surgeon in the mould of Dr. Steinman (they share the same basic model), dialogue reveals that he's not exactly the most professional in the business- freely admitting to making up answers to questions posed by concerned patients, and forgetting what his various medical supplies actually do. And worse still, he's a germophobe.
Back-Alley Doctor: In the sense that if he ever qualified for a medical degree, he's long since lost the qualifications to splicing-induced insanity.
Weaksauce Weakness: His germophobia, which has him claiming that he can see death floating in the air- and that he can actually see bacteria.
"'Bacteria are microscopic.' Heh! That's what they want you to think."
"Don't you disrespect me!"
Before the Civil War, Lady Smith was one of the Rapture upper crust. She still dresses the part, but her clothes are not in good repair. She clings to her social status, constantly turning her nose up at the world around her and holding onto her former station, even though the civil structure that created said station is gone.
Battleaxe Nurse: She can be seen wearing a nurse's dress and cap in the Medical Pavilion.
Riches to Rags: "Mending my own clothes. Who'd thought, me of all people?"
"Where are you?! They'll kill me if I don't find you!"
A teenaged splicer and member of one of Rapture's football teams, Pigskin is more lucid than most of the Splicers- apart from his slightly desperate belief that his parents are somewhere in the area. Nevertheless, he still suffers considerable pain, both from the deformities induced by ADAM overdosing, and from his fellow Splicers.
Apologetic Attacker: Poor Pigskin insists that he's only attacking you because his bosses are making him, and he'd rather go to bed.
Anti-Villain: All of his chatter suggests a confused kid who has no idea what he's doing, and is only trying to make his father happy.
Madness Mantra: "They make me hate everything I see! They make me hate everything I see! THEY MAKE ME HATE EVERYTHING I SEE! They make me hate everything I see..."
"I do what I'm told! I just do what I'm told! I always just do what I'm told!"
"I just wanna go to sleep... Just wanna go to sleep, I just wanna go to sleep..."
Meaningful Name: Pigskin not only refers to football, but to his thick, leathery skin, and his broken nose which resembles a pig's.
"Can't you take... the neighbor's girl instead?"
At some point in the past, Rosebud's daughter was taken to become a Little Sister. She's never recovered from the experience, and spends most of her time trapped in flashbacks of the past. She often mistakes Jack for her child, when not mistaking him for the people who took her child; either way, she attacks, either to discipline her baby or to get revenge on the men who took her.
Mama Bear: She couldn't be one when it counted, so she tries to be one now.
Wrench Wench: Dresses like a 1940s era 'Rosie the riveter' type factory worker.
"You're the top, you're the Louvre Museum..."
A crude, lecherous Splicer, Toasty has delusions of being a lady's man. Unfortunately, he's one of the most deformed of the Splicers and is well aware of it. Thus he divides his time between planning to change that and grousing about the state of Rapture's women.
Bumbling Dad: He seems to have evolved into this in the sequel, mentioning that he made his baby's crib out of an old fish tank so they can keep an eye on her.
Casanova Wannabe: He's self-aware about how futile his hopes are, but he still muses about his dreams of scoring.
Hopeless Suitor: "But I sent her flowers every day... and she always sent them back..."
Sour Grapes: He makes a lot of misogynistic comments due to his poor luck with women.
"His light shineth even down here, in the murk..."
The collapse of Rapture has driven Wader back to religion. He constantly mutters Bible quotes to himself in a thick Spanish accent, clinging to the last thing he thinks can save him. As such, he considers anyone who threatens him to be a heretic and attacks them as harshly as possible.
Gatherers (better known by the nickname "Little Sisters") were little girls implanted with ADAM slugs, trained to seek out ADAM and extract it from the spliced corpses of Rapture. Unfortunately the breakout of the civil war raised the issue of creating means to protect the Little Sisters. Thus the Protector program was created, which sought to create powerful mutated bodyguards capable of protecting the Gatherers from multiple Splicers. The Protectors eventually became known as "Big Daddies". Though several kinds exist, the Big Daddies are always a formidable foe, though they won't attack the player unless provoked. Unfortunately, the player needs the ADAM the Little Sisters carry to survive...
Androcles Lion / The Power of Love: the reason they're able to bond in the first place? Elizabeth was able to convince a pair of Little Sisters to save a Big Daddy by giving it some Adam. This one act of kindness caused the first successful bonding.
Berserk Button: All of the Big Daddies have been programmed to fly into a rage if a Little Sister is harmed in their presence. The Alpha Series was programmed with a much more specific version of this.
Body Horror: Audio Diaries mention that the process of making Big Daddies include stripping the man inside of his skin amongst other things, so that he can never survive without the suit.
Colour-Coded for Your Convenience: When friendly, the lights on a Protector's visor are green; if indifferent, the lights are yellow; finally, if it's about to attack, the lights are red.
Clingy Costume: To varying degrees: Alpha Series Big Daddies can remove their helmets, but that's about it; most run-of-the-mill Big Daddies are little more than organs and tissues welded to the inside of their suits; the Big Sisters are the only Protectors who can remove their suits, and most of them are too busy to do so.
Elite Mooks: This is especially true of the Alpha Series in Bioshock 2, since they can show up without Little Sisters and are hostile from the start.
Gentle Giant: They are completely passive unless the Little Sister they are guarding is approached.
Let's You and Him Fight: Thanks to the way Big Daddies are programmed to respond to threats, simply using one as a human shield turns it into a temporary ally that will kill whatever attacked it. This includes other Daddies and Big Sisters.
Walk, Don't Swim: Most Big Daddies are far too heavy to swim, but as they don't need to breath and they're immune to the crushing pressure on the ocean floor, Big Daddies are perfectly capable of marching across the sea bed.
The first line of Big Daddies, which originally included Subjects Delta and Sigma. These prototypes were equipped with a variety of weapons as well as Plasmid powers. Being the first iteration of the Big Daddies, each was originally bonded to a single Little Sister. Unfortunately, due to this bond, if the Little Sister died, the Alpha Series would become depressive, suicidal husks at best and Ax-Crazy at worst. This, coupled with the sheer expense necessary for their creation, caused the whole line to be scrapped and the remaining Alpha Series to be re-purposed as foot soldiers seeing as they couldn't be used for anything else.
Ax-Crazy: Apart from Delta and Sigma, the only Alpha Series encountered in the game are maddened killing machines, apparently having been driven insane by the death of the Little Sister they were bonded to.
Can't Live Without You: Up until Delta, most Big Daddies lost interest in their charges the moment they were no longer in any danger; Gilbert Alexander countered this by creating an intense emotional bond between each Alpha Series and the Little Sister that was assigned to them. This was enforced by a physiological countermeasure that sent the Alpha Series into a coma if their Little Sister moved out of range.
Glass Cannon: They're weaker than the average Big Daddy (this is especially true after you've researched them enough), but make up for it by packing better weapons and using plasmids. They're still pretty tough by human standards, though.
Gone Horribly Right: The Pairbond; it worked exactly as planned—it's just that Alexander wasn't able to predict what would happen if the Splicers actually succeeded in killing a bonded Little Sister. The result sent the entire Alpha Series to the scrapheap.
Heroic BSOD: Upon the deaths of their Little Sister, the few Big Daddies who didn't immediately lapse into a coma or die suffered horrific mental breakdowns; Gilbert Alexander recalls seeing one kneeling in front of a Gatherer's Garden, in tears.
It Can Think: Unlike later "models", the Alpha series retained enough intelligence to use tactics and adapt to their opponent's behavior, making them very dangerous.
Flawed Prototype: Costly, overpowered, and only capable of bonding with one Little Sister (with catastrophic results if she dies) they were retired with good reason.
No Sell: On your way out of the plasmid laboratory, there's an Alpha that is immune to being stunned by Electro. Fortunately, it isn't that hard to defeat if you've been keeping up on your research.
Super Prototype: The original line of Big Daddies and superior in many respects to the ones that came after. They move faster, can use multiple weapons, and are the only model able to use plasmids. Doctor Suchong even mentions that they are superior to the newer models, and had to be retired partly because they were so overpowered.
Arguably the most iconic face in the BioShock franchise. The Bouncer's main weapon is its signature drill which they use coupled with their surprising speed to deadly effect. They can also slam their drills into the ground to stun foes, which they usually follow up with the aforementioned drill charge.
The Dreaded: Anybody in Rapture that retains concepts of self-preservation is terrified of these things.
Unskilled, but Strong: The Bouncer doesn't show much in the way of tactics or self-preservation. Once provoked, it will usually charge at its enemies with all its might. A savvy player can exploit this by planting some Proximity Mines between himself/herself and the Bouncer.
Mighty Glacier: The slowest Big Daddy model, but also the toughest and the Rivet Gun does a lot of damage.
Introduced in BioShock 2, the Rumbler was developed to deal with the drastic increase in Splicer strength since the original game. To this end, it has been equipped with a rocket launcher and the ability to deploy mini-turrets to engage multiple foes.
Hoist by His Own Petard: He's got some of the deadliest weapons in the game, but all of them can be turned on him. His turrets can be hacked to attack him instead (though this can be a bit difficult to do on the fly) or simply tossed back with telekinesis, and his rockets can be thrown back with telekinesis. If you keep your distance and have enough EVE, you can easily beat this model without ever taking a hit.
What Could Have Been: The Rumbler is an updated version of a cut Big Daddy from the previous game (which even made it onto some screenshots) code named "Slow Pro FUM" ("slow-moving, projectile-shooting, f'ed-up-melee"). The SPF had a single cannon which he had to kneel down in order to use and a huge hook for heavy damaging melee attacks in case the player got close. The SPF ended up being cut late in development, much to the chagrin of the designers. Eventually it was reworked into the Rumbler, with the hook replaced with the mini turrets (since they believed the Bouncer had the heavy melee department covered).
Introduced in Minerva's Den, the Lancer is the most technologically advanced Big Daddy. The Lancer is equipped with an Ion Laser and can also perform an Ion Flash, a burst of white light that can blind enemies.
Badass: Not a Big Daddy to be trifled with. He can kill a Big Sister one on one.
Bling of War: He has the most Art Decoinspired armor◊ out of all the Big Daddies (the Lancer designs started as some concept art◊ representing what the Little Sisters saw the Rosie Big Daddies as, which ended up relegated to a single statue in Persephone).
Lightning Bruiser: He's as fast as the player and loves to keep pace while raining down damage with the Ion Laser.
After the discovery of ADAM by Brigid Tenenbaum, she sought to discover a way to mass produce it. She eventually discovered that implanting the ADAM producing slugs in the stomach of female children (oddly the only ones receptive to the process) could achieve much higher yields. Eventually Dr. Suchong proposed using the girls to recycle ADAM from dead Splicers and ensuring their compliance via mental conditioning. The result were the Gatherers, nicknamed "Little Sisters".
Babies Ever After: BioShock 1 ended with the Little Sisters all growing up, getting married, and having children of their own.
Cloud Cuckoo Lander: Due to their mental conditioning, they see the dank hell of Rapture as a beautiful paradise.
Creepy Child: In terms of appearance they're less creepy in the sequel (done intentionally, according to Word of God to make them easier for players to grow attached to), but you finally get a glimpse of what Rapture looks like through their eyes, which more than makes up for it.
A popular bit of Fridge Brilliance is that Little Sisters look just as creepy in the sequel as they do in the original, but Subject Delta's Big Daddy conditioning makes them seem cuter to him (and presumably works the same for other Big Daddies).
The Little Sisters in the original are creepier when they're first introduced, singing Ironic Nursery Tunes and muttering about how they "know [you]'ll be an angel soon". Once you start encountering them in the game proper, with their quirky random lines and cute voices, they become a lot more tolerable and even fun to encounter.
Horror Hunger: They have a profound hunger for ADAM, which can only be found in corpses. They are tasked with syringes to drain ADAM out of dead splicers, then drink the extract from a handy nipple. Yuck.
Inappropriate Hunger: If you enflame a splicer with Incinerate! or phosphorus buckshot, she'll ask for some marshmallows.
A teenage Little Sister turned into a ruthless killing machine, after puberty caused her original mental programming to break down. The maturation of their bodies have caused them to gain incredible agility and develop powers far beyond any normal Plasmid user.
Armour Doodling: Some of them sport crayon drawings on their armor, apparently from the Little Sisters they've been escorting.
Bishonen Line: By far the most human (being able to actually remove their armor), and the most powerful of all the Protectors.
Brainwashed and Crazy: Played with—as Little Sisters, they were under the influence of mental programming for much of their childhood, even leading into adolescence; however, following adolescence, the programming broke down, leaving them aggressive and dangerously unstable. So, Gilbert Alexander put them through another round of specialized brainwashing to channel their violent instincts in a productive direction.
Turns Red: Once damaged enough, their air tanks start leaking what is presumably ADAM (given they drop it when killed).
What Could Have Been: Originally there was only going to be a single Big Sister who would be the real Big Bad of the game: one of Jack's rescued Little Sisters who couldn't adjust to life on the surface and would return to Rapture and recreate her childhood by kidnapping children to make into new Little Sisters. In another version, Sofia Lamb would still be the Big Bad, but there would still be a single Big Sister as The Dragon, which would be revealed to be Eleanor (hence why in Audio Diaries Sofia still refers to Big Sister in the singular). Thus you would fight the Big Sister in a series of Hopeless Boss Fights where you had to survive and damage her enough for her to retreat. Eventually the developers scrapped this since they felt knowing that the Big Sister would always escape would undermine the excitement of the battles as well as feeling that "the Big Sister being YOUR Little Sister" was a weak twist. In a way they partially kept the twist, with ONE of the Big Sisters being the protagonist's Little Sister-only she was Delta's Little Sister, not Jack's.