A list of the weapons in Bioshock
Jack gets a wide variety of different weapons in Bioshock, from plasmids to guns.
Table of Contents
Plasmids
Plasmids are special serums made from processed ADAM that introduce special stem cells into your system, allowing for genetic modification and real time mutation, giving you what some might call "super powers". Plasmids are powerful, but their development and overuse have caused the downfall of Rapture. The player has a limited number of slots for actively equipped plasmids and can change his currently equipped plasmids at a Gene Bank. Additonal slots (maximum of 6) and select plasmids can be purchased at a Gatherer's Garden.
Melee Weapons

The only melee weapon Jack acquires in the game.
There are a large number of Physical and Combat Tonics that cater to Jack's combat ability with the Wrench. With the proper mix of tonics, it can be a devastating weapon, to the point where the only time other weapons will be necessary is to deal with a Big Daddy. A very strong weapon when used correctly.
Some Splicers also carry a Wrench and will drop it when killed. These wrenches can then be picked up like any other weapon a Splicer drops. However, there is no apparent reason for doing this, as the Wrench has no ammo to replenish.
Ranged Weapons

The Pistol does a moderate amount of damage and is excellent at scoring headshots. It should be kept as a backup weapon late game if you're low on ammo or always kept equipped with armor piercing rounds and used to destroy Security Cameras, turrets and even Big Daddies. Its small ammo capacity, the Pistol's main weakness, can be quadrupled at a Power to the People station, making it a far more effective weapon. The damage increase upgrade makes it slightly more effective late game coupled with anti-personnel rounds. If you're careful, it can somewhat be used to snipe while using aim mode.
It is based on the Webley Mk IV revolver, chambered in .38 S&W.
Ammo
- .38 Caliber rounds - Moderate amount of piercing damage.
- .38 Caliber armor piercing rounds - Armor piercing rounds that are very effective against armored or metal targets, such as Big Daddies, Security Bots, and turrets.
- .38 Caliber antipersonnel rounds - Antipersonnel rounds that are very effective against unarmored targets, such as splicers.

Fires a rapid spray of bullets. Very effective against groups or at close range.
The Machine Gun remains an effective weapon throughout the game. Coupled with anti-personnel ammo, the Machine Gun can quickly kill any Splicer. It is also effective against Rosies at a distance; however, Bouncers, with their melee attack, generally kill the player before enough shots are fired. Unlike most of the other guns, the Machine Gun does not pair well with Electrobolt or Winter Blast, as the gun's bullets are weak individually and the target quickly revives before much damage can be dealt. With its pros and cons, it's a great weapon overall, and gets the job done. That is, if your job is spraying lead death.
It is based on the 1928 Thompson "Chicago Typewriter" submachine gun.
Ammo
- .45 caliber Machine Gun Rounds - Standard machine gun rounds.
- .45 caliber Antipersonnel Auto Rounds - Antipersonnel rounds that are very effective against unarmored targets, such as splicers.
- .45 caliber Armor Piercing Auto Rounds - Armor piercing rounds that are very effective against armored or metal enemies, such as Big Daddies, Security Bots, and turrets.

Fires a wide burst of pellets, most effective at a short range.
The Shotgun is highly effective when first picked up, but it loses some of its power as the game progresses and the enemies become tougher. It is highly effective against Spider Splicers and Thuggish Splicers since they have to get close to attack; however, it does little damage to tough Leadhead and Nitro Splicers except at point blank range. The Shotgun is excellent for killing Splicers mimicking corpses. Its secondary ammo types are powerful, but rare and expensive. A good strategy is to wait for Thuggish Splicers to rush at you and shoot them while they are jumping. Frozen Splicers can usually be blown to pieces by a few Shotgun blasts. If you upgrade the Shotgun at a Power to the People station, it will become extremely powerful, giving it massive damage against all enemies.
Ammo
- 00 Buck - Moderate amount of piercing damage with a wide spread.
- Electric Buck - Fires electrical rounds. More powerful than Electrobolt. Very good at killing Big Daddies and Security Bots/Cameras etc.
- Exploding Buck - Fires large amounts of combined piercing heat rounds. Almost like Incinerate. Usually sends splicers up in flames and is also a good choice for Big Daddies.

The high damage dealt by the Grenade Launcher makes it ideal against bosses, Big Daddies, and large groups of Splicers. By tagging a movable object (preferably an explosive object such as a gas tank or explosive barrel) with multiple proximity mines then grabbing it with Telekinesis, a player can deal a massive amount of damage in one shot.
Ammo
- Fragmentation Grenade - Standard grenade that explodes on impact or a second later if it hits the ground.
- Proximity Mine - A mine that does a large amount of damage when triggered.
- Heat-seeking Rocket - A guided rocket that does a large amount of damage in within a large radius. (An excellent choice when used in conjunction with the Incinerate! plasmid)

Sprays a stream of chemicals at short range.
The Chemical Thrower is not only excellent at decimating multiple Splicers at once, it can also be used in conjunction with other weapons. The Napalm is good for just about any enemy, more Napalm means more heat and more periodic damage. A short burst of Liquid Nitrogen will freeze an enemy and allow it to be killed with the Wrench or the Shotgun. A continuous stream of Electric Gel is extremely effective against Big Daddies. After you get this, Incinerate! and Winter Blast can be traded for different plasmids, although it is recommended that you keep Electrobolt since electric gel is a very rare ammo, and can usually only be obtained by inventing. Without the reduced consumption upgrade from a Power to the People station, this weapon will chew through all available ammo in a matter of seconds.
Ammo
- Napalm - A moderate amount of heat damage. Has the ability to set enemies on fire.
- Liquid Nitrogen - Moderate amount of freezing damage. Has the ability to freeze enemies.
- Electric Gel - Shoots out electrified gel. Shocks enemies and causes heavy damage, particularly against Big Daddies.

Fires highly accurate crossbow bolts. Its zoom, accuracy, and higher headshot bonus make it an excellent sniping weapon.
The Crossbow's headshot capability makes it a powerful weapon to use at long ranges, but it is also good for close quarters if used correctly. It is great for taking out unaware Splicers at range. However, be careful, as sometimes the bolts take a while to reach their targets, so try and anticipate where the enemy will walk. Its reload cycle is somewhat long, so when using the Crossbow, you should try to take cover. The Trap Bolts it fires are an excellent way to damage a charging Big Daddy. The Incendiary Bolt is great for attacking Rosies. Another good thing is that if bolts don't break on impact, they can be reused.
Ammo
- Steel-tip Bolt - A standard crossbow bolt.
- Incendiary Bolt - Sends a large amount of heat damage.
- Trap Bolt - Creates an electric wire which when triggered, does a large amount of electric damage.(As the name implies) Makes for great traps coupled with proximity mines and cyclone trap.
Research Camera
Although the Research Camera does no direct damage, it is by far the deadliest addition to your arsenal. It is equipped the same way as a weapon, and can be used to take pictures that unlock hidden secrets about every Splicer, security system, Big Daddy. In each research tree there are 5 levels that require increasingly more photos. On levels 1, 3, and 5, you get a permanent damage boost against that enemy with the exception of Little Sisters (which give a small health/EVE bonus at each research level up). At level 1, your attacks do 10% more damage. At level 3, your attacks do 25% more damage. At level 5, your attacks do 45% more damage. This passive bonus makes a significant difference with the Combat Tonic Damage Research increasing the benefits further. On top of that researching yields powerful plasmids, Tonics, and secret abilities that are extremely useful. It is also essential for the many research achievements.
Ammo
- Film - You can carry up to 100 film at a time.
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