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{{Games|Bio}}
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{{Games|Bio|CHR}}
 
{{gunbox|right
 
{{gunbox|right
| image = [[Image:Chemical Thrower.png|250px]]
+
| image = Image:Chemical Thrower.png
 
| ammotype = Napalm, Liquid Nitrogen, and Electric Gel
 
| ammotype = Napalm, Liquid Nitrogen, and Electric Gel
| 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 = 30 + 1.2 fire damage per second for ignited targets (Napalm), 0 (Liquid Nitrogen), 25 electric/70 electric (Electric Gel against [[Splicer]]s/Electric Gel against security machines; double damage if target is in water)
 
| mult = None
 
| mult = None
 
| magazine = 100
 
| magazine = 100
Line 10: Line 10:
 
| used = None}}
 
| used = None}}
 
[[Image:20.png|left|100px]]
 
[[Image:20.png|left|100px]]
The '''Chemical Thrower''' is the fifth ranged [[BioShock Weapons|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 an extremely slow reload time (about 8 seconds), 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.
+
The '''Chemical Thrower''' is the fifth ranged [[BioShock Weapons|weapon]] obtained in ''[[BioShock]]''. It is located in [[Arcadia]], at [[Langford Research Laboratories]]. It can fire a continuous stream of different chemical substances while the weapon's ammo is consumed. Its main weaknesses are an extremely slow reload time (about 7 seconds), 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 [[Power to the People]] stations, 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.
   
== [[Power to the People|Power to the People Upgrades]] ==
+
==[[Power to the People|Power to the People Upgrades]]==
 
*Ammo Consumption Rate Decrease
 
*Ammo Consumption Rate Decrease
 
*Range Increase
 
*Range Increase
   
== [[Chemical|Ammunition Types - Chemical Thrower]] ==
+
==[[Chemical|Ammunition Types - Chemical Thrower]]==
 
*'''Napalm''' - standard ammunition for the Chemical Thrower, deals a high amount of (fire) damage and ignites the target.
 
*'''Napalm''' - standard ammunition for the Chemical Thrower, deals a high amount of (fire) damage and ignites the target.
 
*'''Liquid Nitrogen''' - rare ammunition for the Chemical Thrower, freezes the target.
 
*'''Liquid Nitrogen''' - rare ammunition for the Chemical Thrower, freezes the target.
*'''Electric Gel''' - inventable ammunition for the Chemical Thower, deals a high amount of (electrical) damage and electrifies the target.
+
*'''Electric Gel''' - rare and inventable ammunition for the Chemical Thrower, deals a high amount of (electrical) damage and electrifies the target.
   
== Strategy ==
+
==Strategy==
[[File:Bshockchemthrower.jpg|250px|thumb|Two enemies frozen via the Chemical Thrower.]]
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[[File:Bshockchemthrower.jpg|250px|thumb|''Two enemies frozen via the Chemical Thrower.'']]
*The Chemical Thrower can be used to replace [[Incinerate!]], [[Winter Blast]] and [[Electro Bolt]] (especially if the player is low on [[EVE]]), thereby freeing up half the player's [[Plasmid Slot]]s. 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 Chemical Thrower can be used to replace [[Incinerate!]], [[Winter Blast]] and [[Electro Bolt]] (especially if the player is low on [[EVE]]), thereby freeing up half the player's [[Plasmid Slot]]s. 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 each Plasmid. This can be remedied by upgrading the weapon's range. Each ammo type has the same effects upon the environment as their Plasmid counterpart, so Napalm ignites oil slicks and melts ice while 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 the weapon's 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 its ammo consumption rate.
+
*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 the weapon's range first. However, if the player uses this weapon frequently, is on the harder game difficulty settings, or wishes to prioritize the Chemical Thrower as their main anti-[[Big Daddy]] weapon (see below), it is recommended they upgrade its ammo consumption rate.
*It is advised not to spray [[Chemical]]s around carelessly, as the player may risk stepping in their own [[Napalm]], [[Liquid Nitrogen]] or [[Electric Gel]]. This can, however, 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.
+
*It is advisable to not to spray [[Chemical]]s around carelessly, as the player may risk stepping in their own [[Chemical|Napalm]] or [[Chemical|Electric Gel]]. This can, however, be used to the player's advantage: for example, carpeting the floor in Napalm and then provoking [[Splicer]]s 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]].Also, try to avoid using it around a friendly Big Daddy as an ignited Splicer can spread the fire to the Big Daddy and turn him hostile.
+
*[[Chemical|Napalm]] is best used against groups or in hit-and-run tactics: [[Splicer]]s 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 Daddy|Big Daddies]], although this is costly, potentially health-damaging (they can still attack); and inefficient compared to [[Chemical|Electric Gel]]. Also, try to avoid using it around a friendly Big Daddy, as an ignited Splicer can spread the fire to the Big Daddy and turn him hostile.
*[[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 (Rapture)|Shotgun]] or, even better, a single [[Grenade]] from the [[Grenade Launcher]]. It is possible to use this against Big Daddies as well.
+
*[[Chemical|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 (Rapture)|Shotgun]] or, even better, a single [[Grenade]] from the [[Grenade Launcher]]. An additional perk of using this ammo type is to freeze security devices as if you were using [[Winter Blast]] to help in the process of hacking, to aid in increasing research levels, or to just bypass them entirely, giving you precious seconds to escape their sight. Use is also possible against Big Daddies, and will help you most if you must reload a weapon in your inventory.
*[[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 paralyzes them in a stun lock 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).
+
*[[Chemical|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 paralyzes them in a stun lock during the entire process; preventing them from attacking the player. The only downside is 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 [[Electro Bolt]] pages.
 
*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 [[Electro Bolt]] 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 [[Liquid Nitrogen]] or [[Electric Gel]]).
+
*This weapon isn't well-suited for ambushes, except if attacking a [[Big Daddy]] with [[Chemical|Electric Gel]]. The 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 [[Chemical|Liquid Nitrogen]] or [[Chemical|Electric Gel]]).
   
=== Recommended [[BioShock Plasmids|Plasmids]] ===
+
===Recommended [[BioShock Plasmids|Plasmids]]===
 
*[[Target Dummy]] will usually concentrate several enemies around the same area, allowing the player to focus fire.
 
*[[Target Dummy]] will usually concentrate several enemies around the same area, allowing the player to focus fire.
   
=== Recommended [[BioShock Gene Tonics|Tonics]] ===
+
===Recommended [[BioShock Gene Tonics|Tonics]]===
 
*The [[Damage Research]] line of Tonics will significantly increase the amount of damage dealt to enemies researched using the [[Research Camera]].
 
*The [[Damage Research]] line of Tonics will significantly increase the amount of damage dealt to enemies researched using the [[Research Camera]].
*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 [[Human Inferno]] line of Tonics, in addition to granting the player a resistance to fire damage, will significantly increase the amount of damage dealt by [[Chemical|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 [[Frozen Field]] line of Tonics, contrarily to expectations, won't upgrade [[Chemical|Liquid Nitrogen]]'s effects. However, it will make the player resistant to ice.
*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.
+
*The [[Electric Flesh]] line of Tonics, in addition to making the player resistant or even immune to the effects of electricity, will significantly augment the amount of damage dealt by [[Chemical|Electric Gel]]. This is recommended when taking on [[Big Daddy|Big Daddies]], as it will require much less ammo than would otherwise be needed.
   
 
==Help Caption==
 
==Help Caption==
Line 55: Line 55:
 
plus a chance of freezing opponent.
 
plus a chance of freezing opponent.
   
Inventable ammo: Electric Gell --
+
Inventable ammo: Electric Gel --
 
Moderate amount of electrical
 
Moderate amount of electrical
 
damage, plus a chance of shocking
 
damage, plus a chance of shocking
Line 61: Line 61:
 
</poem>}}
 
</poem>}}
   
== Gallery ==
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==Gallery==
 
<gallery>
 
<gallery>
File:ChemicalThrowerLayout.jpg|Layout for an early version of the Chemical Thrower, and Chemical ammunition.
+
ChemicalThrowerLayout.jpg|''Layout for an early version of the Chemical Thrower, and Chemical ammunition.''
Image:Chemical Thrower a.png|A regular Chemical Thrower.
+
Chemical Thrower a.png|''A regular Chemical Thrower.''
Image:Chemical Thrower b.png|A Chemical Thrower with the Consumption Rate upgrade.
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Chemical Thrower b.png|''A Chemical Thrower with the Consumption Rate upgrade.''
Image:Chemical Thrower c.png|A Chemical Thrower with the Range upgrade.
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Chemical Thrower c.png|''A Chemical Thrower with the Range upgrade.''
Image:Chemical Thrower d.png|A fully-upgraded Chemical Thrower.
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Chemical Thrower d.png|''A fully-upgraded Chemical Thrower.''
 
</gallery>
 
</gallery>
   
== Trivia ==
+
==Behind the Scenes==
*The Chemical Thrower looks to be constructed almost entirely of common household and industrial items, including a wrench.
+
*The Chemical Thrower looks to be constructed almost entirely of common household and industrial items, including a Wrench.
 
*The Chemical Thrower is the only weapon which doesn't get some sort of successor in ''[[BioShock 2]]''. This is because upgrading [[Incinerate!#BioShock 2|Incinerate!]], [[Winter Blast#BioShock 2|Winter Blast]] or [[Electro Bolt#BioShock 2|Electro Bolt]] to level three allows the player to fire the Plasmid in a continuous stream, effectively rendering this weapon obsolete.
 
*The Chemical Thrower is the only weapon which doesn't get some sort of successor in ''[[BioShock 2]]''. This is because upgrading [[Incinerate!#BioShock 2|Incinerate!]], [[Winter Blast#BioShock 2|Winter Blast]] or [[Electro Bolt#BioShock 2|Electro Bolt]] to level three allows the player to fire the Plasmid in a continuous stream, effectively rendering this weapon obsolete.
 
*The Chemical Thrower's icon closely resembles a water-gun, rather than the actual weapon itself.
 
*The Chemical Thrower's icon closely resembles a water-gun, rather than the actual weapon itself.
 
*In [[Julie Langford]]'s office, where the Chemical Thrower is first found, the tubing used for the weapon's range upgrade can be found, but it cannot be picked up nor interacted with.
 
*In [[Julie Langford]]'s office, where the Chemical Thrower is first found, the tubing used for the weapon's range upgrade can be found, but it cannot be picked up nor interacted with.
  +
*It appears that the tanks of ammunition for the Chemical Thrower are worn in a similar manner to that of a backpack. The straps on the in-game models reiterate this theory.
   
 
{{Weapons}}
 
{{Weapons}}
  +
 
[[de:Chemikalienwerfer]]
 
[[de:Chemikalienwerfer]]
 
[[fr:Lanceur chimique]]
 
[[fr:Lanceur chimique]]
  +
[[ru:Химический распылитель]]
 
[[Category:BioShock Weapons]]
 
[[Category:BioShock Weapons]]

Revision as of 18:33, 29 October 2015

20

The Chemical Thrower is the fifth ranged weapon obtained in BioShock. It is located in Arcadia, at Langford Research Laboratories. It can fire a continuous stream of different chemical substances while the weapon's ammo is consumed. Its main weaknesses are an extremely slow reload time (about 7 seconds), 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 Power to the People stations, 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.

Power to the People Upgrades

  • Ammo Consumption Rate Decrease
  • Range Increase

Ammunition Types - Chemical Thrower

  • Napalm - standard ammunition for the Chemical Thrower, deals a high amount of (fire) damage and ignites the target.
  • Liquid Nitrogen - rare ammunition for the Chemical Thrower, freezes the target.
  • Electric Gel - rare and inventable ammunition for the Chemical Thrower, deals a high amount of (electrical) damage and electrifies the target.

Strategy

Bshockchemthrower

Two enemies frozen via the Chemical Thrower.

  • The Chemical Thrower can be used to replace Incinerate!, Winter Blast and Electro Bolt (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 each Plasmid. This can be remedied by upgrading the weapon's range. Each ammo type has the same effects upon the environment as their Plasmid counterpart, so Napalm ignites oil slicks and melts ice while 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 the weapon's range first. However, if the player uses this weapon frequently, is on the harder game difficulty settings, or wishes to prioritize the Chemical Thrower as their main anti-Big Daddy weapon (see below), it is recommended they upgrade its ammo consumption rate.
  • It is advisable to not to spray Chemicals around carelessly, as the player may risk stepping in their own Napalm or Electric Gel. This can, however, 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 against groups or in 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. Also, try to avoid using it around a friendly Big Daddy, as an ignited Splicer can spread the fire to the Big Daddy and turn him hostile.
  • 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. An additional perk of using this ammo type is to freeze security devices as if you were using Winter Blast to help in the process of hacking, to aid in increasing research levels, or to just bypass them entirely, giving you precious seconds to escape their sight. Use is also possible against Big Daddies, and will help you most if you must reload a weapon in your inventory.
  • 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 paralyzes them in a stun lock during the entire process; preventing them from attacking the player. The only downside is 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 Electro Bolt pages.
  • This weapon isn't well-suited for ambushes, except if attacking a Big Daddy with Electric Gel. The 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 Liquid Nitrogen or Electric Gel).

Recommended Plasmids

  • Target Dummy will usually concentrate several enemies around the same area, allowing the player to focus fire.

Recommended Tonics

  • The Damage Research line of Tonics will significantly increase the amount of damage dealt to enemies researched using the Research Camera.
  • The Human Inferno line of Tonics, in addition to granting the player a resistance to fire damage, 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.
  • The Electric Flesh line of Tonics, in addition to making the player resistant or even immune to the effects of electricity, will significantly augment the amount of damage dealt by Electric Gel. This is recommended when taking on Big Daddies, as it will require much less ammo than would otherwise be needed.

Help Caption

Press _ to fire.

Sprays a stream of chemicals at
short range.

Base ammo: Napalm -- Moderate
amount of heat damage, plus a
chance of setting opponent on fire.

Advanced ammo: Liquid Nitrogen --
Moderate amount of cold damage,
plus a chance of freezing opponent.

Inventable ammo: Electric Gel --
Moderate amount of electrical
damage, plus a chance of shocking
opponent.

Gallery

Behind the Scenes

  • The Chemical Thrower looks to be constructed almost entirely of common household and industrial items, including a Wrench.
  • The Chemical Thrower is the only weapon which doesn't get some sort of successor in BioShock 2. This is because upgrading Incinerate!, Winter Blast or Electro Bolt to level three allows the player to fire the Plasmid in a continuous stream, effectively rendering this weapon obsolete.
  • The Chemical Thrower's icon closely resembles a water-gun, rather than the actual weapon itself.
  • In Julie Langford's office, where the Chemical Thrower is first found, the tubing used for the weapon's range upgrade can be found, but it cannot be picked up nor interacted with.
  • It appears that the tanks of ammunition for the Chemical Thrower are worn in a similar manner to that of a backpack. The straps on the in-game models reiterate this theory.