Houdini Splicer

Houdini Splicers are a unique kind of Splicer, as they seem to be only ones capable of using offensive Plasmids and possess the ability to teleport. There are two types of Houdini Splicers: Ordinary fire-wielding Houdini splicers who also appear in BioShock 2 and ice-wielding Houdinis who are much stronger and appear in the later levels of BioShock.

Strategy
Cannon Fodder? - More of a pest than a serious foe, if the player can avoid the bolts they throw, they pose no serious threat, but one can catch their missiles in the same manner as the Telekinesis projectile catching tactic for Nitro Splicers and Spider Splicers. Killing them might be a bit difficult due to their ability to teleport, but not overly so. However, one teleporting right next to the player might give them a fright. This Splicer type upgrades at the game's midpoint, casting ice at the player instead of fire.

Notable Behavior - This Splicer is the easiest to spot. They produce a unique and very loud sound when teleporting, which can immediately alert any player to its presence. When invisible, the player can pinpoint where the Splicer will reappear by looking for tell-tale signs of Houdini movement: shimmering in the air, footprints in the water and small whooshing noises signify the presence of a Houdini in the vicinity. Houdinis also have a tendency to reappear where the player isn't looking, so always watch one's back. They also usually reappear in the player's vicinity. These Splicers have a rather basic attack pattern: they will fire an elemental projectile at the player, run away from the player, disappear, reappear somewhere else and repeat the process.

Tips and Tricks:




 * Houdini projectiles are easily dodge-able, so if the player is watchful they won't take damage. However, be careful the Splicer's fireball doesn't ignite a barrel or an oil slick near oneself.


 * Always be on the offensive: these Splicers can easily bypass traps, and will always attack the player from the weak spot in their cover.


 * As such, it is impossible to escape from a Houdini Splicer, as it will always follow the player and reappear near them.


 * This Splicer is specifically designed to use fear tactics and play on the player's emotions. If they can keep their nerve, they will be able to kill this Splicer on any difficulty, without much trouble.

Recommended Plasmids

 * Telekinesis will be able to launch a Houdini's projectiles back at it with ease.


 * Alternatively, Sonic Boom can also reflect projectiles, although with less precision.


 * Incinerate! will deal continuous damage to this Splicer, whether or not they are invisible. As such it is very recommended to use it against this Splicer type.


 * Insect Swarm works even better on Houdinis. Not only will a swarm of hornets deal continuous damage to the Houdini, but it will also reveal their presence, thanks to the large cloud of insects surrounding the invisible Splicer.


 * Winter Blast can help the player easily take down this Splicer type. However, Houdinis are known to hold valuable loot, so only use in last-resort situations.
 * Electro Bolt can stun the splicer for short periods of time allowing the player to throw some much needed attacks before they teleport.

Recommended Weapons and Ammunition

 * Antipersonnel ammo will usually kill any Splicer in a couple of shots.


 * The Wrench, with the right upgrades, can help the player easily take down a Houdini, as they are both relatively weak and don't deal high melee damage.


 * A Shotgun loaded with 00 Buck will be enough to take down a Houdini on any difficulty, on any level. However, Exploding Buck is more effective if the player can afford it, as it not only deals continuous damage to the Splicer but it will also deal significant damage even if the player is too nervous to aim correctly. Electric Buck is also effective at stopping the splicer in there tracks before they teleport.


 * A Grenade Launcher loaded with Grenades or Heat-Seeking RPGs can easily take down a Houdini in a single shot. Proximity Mines are useless since a Houdini Splicer can bypass them when invisible.


 * A Chemical Thrower loaded with Napalm will kill these Splicers in around a second, using only a few units of ammo. Liquid Nitrogen works well too, but attacking the Splicer while it is still frozen will shatter it, yielding no loot.


 * Using the Crossbow is only recommended for players possessing sufficient skills at twitch-aiming. However, a Steel-tip Bolt bodyshot will always kill or severely injure a Houdini on any difficulty, so it pays off. As such, Incendiary Bolts aren't required against this enemy. Trap Bolts, naturally, are useless against this Splicer type, unless a direct hit is met.

Recommended Tonics

 * Natural Camouflage will help the player ambush this Splicer type, although it is impossible to escape from them, as they always teleport in the player's vicinity.


 * The Human Inferno line of tonics, in addition to increasing all fire-based damage dealt by the player, will also make them resistant against a Houdini Splicer's fireballs.


 * The Frozen Field line of tonics, in addition to increasing damage dealt by the Wrench and giving it a chance of freezing any enemy it hits, will also make the player resistant against a Houdini Splicer's ice orbs.


 * The Damage Research line of tonics will significantly increase damage dealt against enemies researched using the Research Camera. This tonic is dependent on the amount of research the player has done.

Significant Houdini Splicers
Only two Houdini Splicers hold significance in Jack's journey through Rapture, and both can be found in Fort Frolic. The most noticeable one is Sander Cohen, a fire-type Houdini Splicer but with more damage tolerance and a larger teleportation range. The other one is his former disciple and shady character, Martin Finnegan, an ice-type Houdini Splicer who is found in the frozen tunnel between the main part of the Fort and Poseidon Plaza. Fontaine is capable of teleporting, but this happens only when his health reaches zero, and is used to return to his ADAM-injecting device.

The first Houdini Splicer the player encounters is in Arcadia. He tries to lead the player into a trap by crying out for help before making himself a threat. An Audio Diary, "The Saturnine" describes a group of Houdini Splicers, The Saturnine Cult, who cover themselves in leaves and roam about in Arcadia. Most of the Houdini Splicers encountered in Arcadia are members of the Saturnine.

Research Benefits
In addition to increasing the potential damage that can be dealt to Houdini Splicers, using the Research Camera on them can yield an extremely useful Tonic at level two, Natural Camouflage, which allows Jack to become invisible after standing still for a few seconds. Level four research also makes it easier to predict where a Houdini Splicer will appear after teleporting.

BioShock 2
In BioShock 2, Houdini Splicers are first encountered upon entering Dionysus Park.

Recommended Weapons and Ammunition

 * Using BioShock 2's Research Camera makes the invisible Houdini Splicer visible via the gold outline, useful in fighting them before receiving the Research Bonus that makes their "teleporting" easier to predict.

Recommended Tonics

 * Damage Research increases the effect of damage bonuses gained through research.
 * Elemental Sponge decreases all elemental damage taken.
 * Walking Inferno decreases all fire damage taken, as well as increasing fire damage dealt.
 * Head Hunter significantly increases headshot damage.

Trivia

 * While fire type Houdini Splicers disappear in a flash of bloody bits and pieces, ice types disappear with a few snow particles left in the air.


 * There are 2 non-aggressive Houdini Splicers inside of Sander Cohen's apartment in Olympus Heights. However, they will turn on the player if they are attacked, if the record player is disrupted, or if the player uses the piano. This will also incur the wrath of Sander Cohen.


 * Originally the developers had planned for Jack to be able to use the Houdini's Teleportation ability as a plasmid, but this was cut due to many errors encountered. There is also an advertisement for the Teleport plasmid at the Gatherer's Garden machine in the Medical Pavilion.


 * The name "Houdini" is a reference to Harry Houdini, a famous magician on Vaudeville in the 1900s who performed many escape acts. Houdini's advertisements sometimes showed him making his escapes via dematerializing.


 * The teleportation is explained as the splicer's body being broken down into a mist of molecules too small to see that reassemble themselves into their original form in another location- the red mist is apparently the splicer's body reforming itself.


 * Houdini Splicers are the most obviously spliced out Splicers in the game, considering that they are the only ones that actually uses variations of plasmids Jack uses, which are Incinerate for Fire Houdinis and Winter Blast for Ice Houdinis.


 * A scene identical to the one in Sander Cohen's apartment can be seen in Dionysus Park. In a bar area, there are two Houdini splicers dancing in the same exact way, and they are the same models as before, too.
 * The same type of event is seen at The Limbo Room at Pauper's Drop.
 * There is an unrendered Houdini on the top floor of Artemis Suites