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Chemical Thrower

From BioShock Wiki

Chemical Thrower
Damage

30 + 1.2 fire damage per second for ignited targets (Napalm), 0 (Liquid nitrogen), 25 electric/70 electric (Electric gel against Splicers/electric gel against security machines; double damage if target is in water)

Damage Multipliers

None

Magazine Size

100

Maximum Ammunition

400 (Napalm), 200 (Liquid Nitrogen and Electric Gel)

Upgrades

Ammo consumption reduction and range increase

Ammunition

Napalm, Liquid Nitrogen, and Electric Gel

Used by

None


Contents


The Chemical Thrower is the fifth ranged weapon obtained in BioShock. It is located in Arcadia. It can fire a straight, continuous stream of different chemical substances as ammo is consumed. Its main weaknesses are a slow reload time, ineffectiveness at long range, and a very high rate of ammo consumption. However, the range can be increased and ammo consumption rate decreased with upgrades at a Power to the People station, making the Chemical Thrower a highly efficient weapon. There is no hit location damage bonus when using this weapon; the same amount of damage is done no matter where the target is hit.

[edit] Power to the People Upgrades

  • Ammo Consumption Rate Decrease
  • Range Increase

[edit] Ammunition Types - Chemical Thrower

  • Napalm
  • Liquid Nitrogen
  • Electric Gel

[edit] Strategy

The Chemical Thrower can be used to replace Incinerate!, Winter Blast and Electrobolt (especially if the player is low on EVE), thereby freeing up half the player's Plasmid Slots. Each ammo type has exactly the same effects as the Plasmid it replaces, although the Chemical Thrower's range is initially shorter than that of a Plasmid. This can be countered by upgrading the weapon's range. Also, each ammo type has the same effects upon the environment as their identical Plasmids, so Napalm ignites oil slicks and Electric Gel electrifies water.

The order in which the player upgrades this weapon depends on their strategy. If the player wishes to use this as a replacement to their Plasmids, then it is recommended they upgrade their range first. However, if the player uses this weapon frequently, is on the harder difficulty settings, or wishes to prioritize the Chemical Thrower as their main anti-Big Daddy weapon (see below), it is recommended they upgrade their ammo consumption rate.

It is advised not to spray Chemicals around carelessly, as the player may risk stepping the their own Napalm, Liquid Nitrogen or Electric Gel. This, however, can be used to the player's advantage: for example, carpeting the floor in Napalm and then provoking Splicers into running over it will set them on fire while the player can shoot them with another weapon.

Napalm is best used in group and hit-and-run tactics: Splicers still burn after being hit, so spraying a few units on several of them before taking cover is usually enough to kill them all, with a minimum of ammo used. This ammo type can also be used against Big Daddies, although this is costly, potentially health-damaging (they can still attack); and inefficient compared to Electric Gel.

Liquid Nitrogen is very effective against groups, and can be used either as an escape tool or as a means of quickly dispatching a potentially problematic group of Splicers (note that this ammo type doesn't deal any damage). By freezing an entire group, one can quickly finish them off using another weapon, preferably the Shotgun or, even better, a single Grenade from the Grenade Launcher. It is possible to use this against Big Daddies as well.

Electric Gel is, by far, the best anti-Big Daddy weapon in the game. Not only does it deal the highest amount of damage against them, killing them in seconds, it also stuns them during the entire process; preventing them from attacking the player. The only downside to this is that this is a resource-costly strategy, so it is advised to upgrade the weapon's ammo consumption rate. It can also be used against regular enemies, destroying Security Devices with a single ammo unit, but this is only a good idea if the player is comfortable enough with their resources (Due to the rarity of Distilled Water, Electric Gel is hard to invent).

Along with these tips, each ammunition type's elemental ability can be used in the same way as their respective Plasmids. For more in-depth strategy guides, visit the Incinerate!, Winter Blast and Electrobolt pages.

This weapon isn't very well-suited for ambushes, except if attacking a Big Daddy with Electric Gel. This is because this weapon is made for dealing a continuous stream of damage, rather than a quick burst, meaning that the enemy always has the time to fight back (except if the player is using Electric Gel).

[edit] Recommended Tonics

  • The Human Inferno line of tonics, in addition to granting the player a resistance to fire, will significantly increase the amount of damage dealt by Napalm.
  • The Frozen Field line of tonics, contrarily to expectations, won't upgrade Liquid Nitrogen's effects. However, it will make the player resistant to ice, including from their own attacks.
  • The Electric Flesh line of tonics, in addition to making the player resistant or even immune to electricity, will significantly augment the amount of damage dealt by Electric Gel. This is recommended when taking on Big Daddies, at it will use up much less ammo than otherwise.

[edit] Trivia

  • The Chemical Thrower looks to be constructed almost entirely of common household and industrial items.

[edit] Gallery

Weapons in BioShock
Wrench · Pistol · Machine Gun · Shotgun · Grenade Launcher · Research Camera · Chemical Thrower · Crossbow
Weapons in BioShock 2
Drill · Rivet Gun · Gatling Gun · Double-Barreled Shotgun · Spear Gun · Hack Tool