Houdini Splicer

Houdini Splicers are a curious quirk in Bioshock's enemy roster, as they seem to be only ones capable of using offensive plasmids (Fire and Ice Bolts) and possess the ability to teleport (Apparently, this was intended to feature in-game as an available power, possibly as a reasearch-based Plasmid, but didn't make the final version). Characteristically preceeded by an organic 'Sucking' noise before they teleport or reappear, Houdini Splicers are 'Hit and Run' merchants, teleporting in, throwing a few fire/ice bolts, then disappearing again.

Cannon Fodder? - More of a pest then a serious foe, if you can avoid the bolts they throw, they pose no serious threat, but you can catch their missiles in the same manner as the Telekenisis projectile catching tactic for Nitro and Spider Splicers. Your best defence, however, is to listen for the teleport noise, the shimmer in the air as they move or footprints in water - all telltale signs of Houdini movement.

Weapon of Choice - As with Spider Splicers, the Houdini Splicer can bypass most traps, such as the Trap Bolt or Proximity Mine. It's better to use the Incinerate Plasmid or the Napalm for the Chemical Thrower to light them up and cause conitinual damage, wherever they may teleport to. Other than that, just listen out for the telltale signs, then spray some lead and hope you hit it.



Significant Houdini Splicers
The only Houdini Splicer that holds significance to the players progress in the game is Sander Cohen, a fire type Houdini Splicer. The first Houdini Splicer tries to lead the player into a trap by saying, "Can you help me out, man?" before making himself a threat.

Research Benefits
In addition to increasing the potential damage that can be dealt to Houdini Splicers, using the Research Camera on them can yield a useful "Chameleon" plasmid at L2, which allows Jack to become invisible after standing still for a few seconds. L4 Research also makes it easier to predict where a Houdini Splicer will appear after teleporting.