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6. Plasmids - Walkthrough

Bioshock

6. Plasmids
These are all the plasmids in the game.

The Good Ones

*It goes: [plasmid] - [place found]. [details].*

Electro Bolt 1 - Welcome. This is THE power of the game. Shock an enemy and do what you please with them. Be sure to upgrade it.

Electro Bolt 2 - Arcadia.

Electro Bolt 3 - Hephaestus.

Winter Blast 1 - Neptune. The brother of Electro Bolt. It freezes enemies and lets you break them, provided you use enough force.

Winter Blast 2 - Frolic. Upgrade to this.

Winter Blast 3 - Olympus Heights. Now, this plasmid is great for those electro Splicers, so you might want to invest (but your crossbow can take out those guys in one hit).

Telekinesis - Medical Pavilion. Pick up things, or bring things to you. But, the best thing about this power is that you can turn anything lying on the ground into a weapon. Fling a body at a Splicer and it's an instant-kill. Trust me, get good with this plasmid and you'll rule on this game. And at the end you'll ask, "Why do I have so much ammo?"

Incinerate! 1 - Medical Pavilion. Set things on fire. It just burns enemies. I never really thought it was worth the effort as a weapon. It'll melt ice in your way and that's about it. Still, it's good to have at all times.

Incinerate! 2 - Frolic. Not sure if you want to upgrade to this plasmid.

Incinerate! 3 - Olympus Heights. Again, the first one will burn ice, so if that's all you're using it for then don't get this one. But, by this point in the game you should have both Human Inferno tonics. So you can try that on an extra playthrough, but not your first.

Insect Swarm 1 - Farmer's Market. Send tiny bees to all the enemies in the immediate area. This is good because it distracts enemies and it drains damage. Need to upgrade or it's worthless. In fact, this might be a power that you use once and never again.

Insect Swarm 2 - Frolic.

Insect Swarm 3 - Olympus Heights.

The Not So Good Ones

You don't really need these ones, ever. They have their uses, but they're limited.

Cyclone Trap 1 - Arcadia. This one is interesting. You set little tornadoes that will fling enemies into the air if they walk into the things. I don't like it because enemies move too much. Good for a defense, but how often do you do that?

Cyclone Trap 2 - Hephaestus.

Enrage! - Neptune's Bounty. Make your enemies attack other enemies. Eh, I never used it. Probably good for multiple enemies.

Target Dummy - Medical Pavilion. Create a 'ghost' that your enemies attack instead of you. Again, it's worth trying but it's pointless.

Security Bullseye - Neptune's Bounty. Make your enemies the target of the machines. No, don't use this one.

Hypnotize Big Daddy 1 - Neptune's Bounty, only if you save Little Sisters. Eh, no real point. I don't always like a bot following me around, and with the Big Daddy on a timer you will probably just stress yourself out to use him. I say skip it.

Hypnotize Big Daddy 2 - Frolic, only if you save Little Sisters, still. Same as above, but it does last longer. There's just no real need for it.

Go back: 5. Enemy's

Info
This Walkthrough was made using medium difficulty.
Made by:Brad Russell (website)
Bioshock Walkthrough © Brad Russell - Copyright info - Version 1.0
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