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.
"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.
"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.
"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!"
- Casting Couch: Judging by Jane's chatter, you can't find work in Fort Frolic unless you seduce Sander Cohen (good luck) or Andrew Ryan.
- Chorus Girl: "A-five six, seven eight, A-five six, seven eight, Seven eight..."
- Cute but Cacophonic
- 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.
- Murder the Hypotenuse: Apparently she's left rivals for various roles floating in salt ponds.
- Shout-Out: To Whatever Happened To Baby Jane, of course.
- Skewed Priorities: "Close the theater?!? Why? Because there's a war on? BASTARDS!"
- Small Name, Big Ego
- Sophisticated as Hell: The Bioshock 2 model quotemines Ophelia whenever she happens upon a body. She might also cackle, "Alas poor Yorick!", if in a cheery mood.
- Uncanny Valley Makeup: Close examination shows that her makeup consists of a layer of greasepaint and lipstick smeared Jokerishly over her face.
- Waiting for a Break: If you hypnotize a Baby Jane, she assumes you're a casting director.
"An acting job? Wow, it's been so long..." (starts to cry)
- White-Dwarf Starlet: Though it's fairly clear she was never famous to begin with.
"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".
- Corrupt Corporate Executive: Well, he certainly was at some point.
- Delusions of Eloquence: "Business acumen…? Eh-sure! I got loads! Uh... acumen!"
- Determinator: "Came down here with a dream... That dream's gonna happen..."
- I Coulda Been a Contender: Thoroughly averted; the Breadwinner may waver a bit in his convictions, but he never really stops believing that his fortune is still on the rise.
- I Need a Freaking Drink: While being frozen, the Breadwinner starts muttering about how he needs a hot toddy- or a vodka.
- King Of Town: In spite of his insistence to the contrary, it's not likely that the Breadwinner ever wielded the power he wants- or claims to have.
- Sharp-Dressed Man: Still wears an expensive pinstriped suit, and is on the verge of a screaming breakdown over how filthy it's gotten.
- Small Name, Big Ego
"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.
"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.
"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.
- Deliberate Values Dissonance: As appropriate for a rich woman mentally trapped before New Year's Eve 1959, she's kind of racist.
"Charles? I think the Negro cook's been stealing ! It's always like that with the coloreds-Take, Take, Take!"
- Even Evil Has Loved Ones: She may be a horrid old elitist pearl-clutcher, but she seems to miss her children.
- Neat Freak: She treats every room as if it's her fancy apartment, and keeps calling for "Bates".
- Principles Zealot: Like the other splicers, Lady Smith is emaciated and insomniac, but still refuses to identify with proletariats.
"I may be hungry, but I'll not beg. I'm above it. I'll not beg!"
- Rich Bitch
- 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.
- 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.
- Apologetic Attacker: Poor Pigskin insists that he's only attacking you because his bosses are making him, and he'd rather go to bed.
- Calling the Old Man Out: One of his attack lines is "I AM 'GOOD ENOUGH'!"
- "There! He's dead! Can I go home now?!?"
- Jerk Jock: Thoroughly averted.
- 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.
"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.
"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.
- Affectionate Nickname: Little Sisters tend to call their Big Daddies "Mr. Bubbles" or "Mr. B".
- Badass and Child Duo
- 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.
- Huge Guy, Tiny Girl: The Big Daddies and the Little Sisters.
- Implacable Man
- 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.
- One-Way Visor
- Papa Wolf
- The Unintelligible: They make contented rumbling drones around their Little Sisters, and hideously terrifying roars when called to protect her or attacked. That's...about as close to language as they ever get.
- Unstoppable Rage: If you piss off a Big Daddy, he absolutely will not stop coming at you, ever, until you are dead. Or you kill him.
- 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.
- Was Once a Man
- You Are Fat: A common taunt from Splicers is to call them "fatty" and demand they take off the diving suit.
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.
- Psycho Prototype: The result of these flaws.
- 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.
- Unstoppable Rage: Those who don't go into a coma ,die or become depressed go in this instead, going permanently and hyper-aggressively insane as well as adopting tactics that easily reflect their mindset.
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.
A heavily armored long-to-medium-range Big Daddy. The Rosie's main method of attack is via their rivet gun, which either fires highly damaging rivets or proximity mines.
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.
- BFG: His huge shoulder mounted rocket launcher.
- 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.
- The Turret Master
- 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.
- Blinded by the Light: His Ion Flash, though you just have to look away for a bit to avoid it.
- Bling of War: He has the most Art Deco inspired 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).
- Frickin' Laser Beams: Carries the Ion Laser, and basically cannot miss if he's got a bead on you.
- Knight in Shining Armor: the creator's vision for the Lancer was to have him resemble a knight (hence the name "Lancer"). He even has a slightly tattered cape.
- 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".
- Ambiguous Innocence
- 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.
- 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. They can be adorable when they want to be...
- Creepy Shadowed Undereyes
- Eerie Pale-Skinned Brunette: Some of the sisters in the first game and all of the sisters in the second.
- Glowing Eyes of Doom
- Happily Adopted: In the original's good ending, all seven of the Little Sisters go to live with Jack, and are still with him at his deathbed.
- Healing Factor: The implanted slug allows them to heal from injury fast enough as makes no difference. Removing the slug renders them as fragile as they once were.
- 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.
- Inelegant Blubbering: Little Sisters are absolutely heartbroken when you off their Big Daddy.
- Infant Immortality: Justified: The slugs inside the Little Sisters give them a Nigh Invulnerable Healing Factor, unless someone can grab them and physically remove the ADAM slug from their bodies. That's what the Big Daddies are meant to prevent.
- Ironic Nursery Tune: "The House Of Upside-Down" among others.
- Getting Smilies Painted on Your Soul: Have an artificially-created sense of peace through their mental conditioning.
- Glowing Eyes: Of varying colours in the first game, and all solid yellow in the second.
- My Dad Can Beat Up Your Dad: The jingle for the Gatherer's Gardens, as well as what the sisters say when you pick them up in BioShock 2 (unless you have been harvesting them).
- Nigh-Invulnerability: Cannot be permanently harmed, unless they are harvested.
- Nightmare Fuel Coloring Book: Have some rather disturbing stick figure drawings of their Big Daddies and 'angels'.
- Nightmare Fuel Station Attendant
- Progressively Prettier: They look a lot cuter in BioShock 2. Justified because Delta's Protector conditioning would naturally make them look more appealing to him.
- Unusual Euphemism: When you or a splicer is being fought by their Big Daddy. "Unzip him, Mr. B!"
- Voice of the Legion: They produce a somewhat ghostly, reverberating echo whenever they speak.
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.
- Ax-Crazy: But even under the brainwashing to channel their instincts into a satisfactory place they still attack relentlessly while screaming and laughing. They even sound the most fucked up out of the enemies you face, little more than completely incoherent, animalistic psychotics.
- Cyber Cyclops: Similar to the Rosies in this respect.
- Dark Action Girl
- Evil Laugh: Let out a somewhat muffled chuckle from time to time while battling their opponents
- From Nobody to Nightmare: The Big Sisters represent this more than any other Protector in the game; prior to their rise to physical maturity, they were all near-harmless Little Sisters.
- Hopeless Boss Fight: The first one you fight has a ridiculous amount of health. Once it's critically wounded you, it retreats.
- Lightning Bruiser: In a matter of seconds they are bearing down on you, and they can even dodge plasmid attacks at close range.
- Liquid Assets: If injured and left alone, they can telekinetically grab a Splicer to drain, which heals them.
- Make Me Wanna Shout: The Big Sisters announce themselves with a piercing shriek that actually distorts Delta's vision, but thankfully it doesn't actually hurt him.
- Mind over Matter: The Big Sisters can telekinetically grab multiple nearby objects and throw them at enemies.
- Mini-Boss: A Big Sister shows up once you've finished rescuing/harvesting with all the Little Sisters in a level.
- Playing with Fire: They have the ability to throw fire at you.
- Turns Red: Once damaged enough, their air tanks start leaking what is presumably ADAM (given they drop it when killed).
- Tragic Monster
- 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.