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BioShock · Volume 2 of 3BioShock 2 - The Complete 100% Walkthrough

Every level. All 129 main-campaign audio diaries and all 14 Power to the People stations. Every trophy, including the Platinum, all 24 Protector Trials, and Minerva's Den's own self-contained campaign with its own diaries and Vacuum Bots. Written for BioShock: The Collection on PS4/PS5/Xbox/PC; where the original 2010 release differs, the difference is noted.

143collectibles54trophies129audio diaries14P2P stations9levels

1. What "100%" Means in BioShock 2

BioShock 2 (2K Marin, 2010; remastered into BioShock: The Collection, 2016) puts you inside a Big Daddy instead of hunting one. Subject Delta wakes on the ocean floor a decade after Sofia Lamb forced him to put a gun in his own mouth, drawn back to Rapture by a telepathic call from Eleanor, the Little Sister he was bonded to and never stopped protecting. Where BioShock 1 asked what a man does with power, this one asks what's left of a man once the choice is made for him, over and over.

Same spread-across-many-systems structure as the first game, with two full DLC campaigns folded into one 54-trophy list:

Tip. Little Sister choices and NPC spare/kill decisions are permanent per-save the moment you make them — there's no chapter-select to walk them back later. Decide your policy (§4) before your first Gather, not partway through.

Spoiler policy

The routes below describe what each level contains and where the story goes, in a line, not a retelling. The reveals — what happened to Eleanor, what Sofia Lamb actually wants, how it ends — stay yours to watch.


2. How to Use This Guide

Two kinds of pickup get an inline badge, in route order, restarting at 1 in every level:

Badge Type Total Counts toward
JE Audio Diary (main campaign) 129 Rapture Historian (100 of the 129)
HT Power to the People Station 14 All Weapon Upgrades

Minerva's Den's own 35 diaries and 10 Vacuum Bots (§13) are real and worth finding, but research didn't turn up reliable per-item locations for them the way it did for the main campaign, so this guide reports their counts honestly rather than inventing badge-tagged routes for them.

An entry like JE5 Ryan vs Lamb: Reality means "the fifth diary of the current level, in route order." Trophy moments and mechanics appear as callouts exactly where they happen.

Diaries hide the same way they did in Rapture the first time: desks, corpses, cabinets, the occasional locked room behind a keypad code this guide gives you. Power to the People stations are large, humming machines you can hear from a room away — same access-not-visibility challenge as before.

BioShock 2 has no chapter-select, same as the first game. A handful of areas (Adonis Luxury Resort, the earlier halves of several levels once their gates lock behind you) are gone once you leave. Sweep a room before you move on.

3. The Road to 100%

flowchart TD
    P1["Playthrough 1 - Medium or Hard<br/>All 129 diaries, all 14 P2P stations<br/>Full research/hacking/plasmid ledgers<br/>Gather and Rescue every Little Sister you can"] --> DLC["Protector Trials, all 24<br/>Minerva's Den, its own full pass<br/>35 diaries, 10 Vacuum Bots, Spitfire 9999"]
    DLC --> CHECK["Trophy audit<br/>Rapture Historian, All Weapon Upgrades,<br/>Research Master, Savior"]
    CHECK --> NGP["New Game Plus or fresh run<br/>Hardest difficulty, Vita-Chambers off"]
    NGP --> HARD["Against All Odds - hardest difficulty<br/>Big Brass Balls - no Vita-Chamber<br/>(one run clears both)"]
    HARD --> PLAT(["PLATINUM"])

The road to the Platinum. Everything collectible happens on pass one and the two DLC campaigns; only the difficulty pair needs a second, harder run.

Why this order?

  1. Collect on your first pass, same as BioShock 1. No chapter-select means this playthrough is your one real shot at diaries, research, and hacking variety before areas seal behind you.
  2. Little Sister policy, decided up front. Rescue every one you can and spare Grace Holloway, Stanley Poole and Gil Alexander for Savior and the best ending; the choice is permanent per NPC the moment their scene resolves.
  3. Do the DLC on the same pass, not after. Protector Trials and Minerva's Den are separate menu entries with their own saves — nothing about them depends on main-campaign progress, so there's no reason to save them for later.
  4. Difficulty and no-Vita-Chamber last, together. Against All Odds (hardest difficulty) and Big Brass Balls (no Vita-Chamber) are independent trophies, unlike BioShock 1's Survivor-tier pairing — one clean run at the top difficulty with Vita-Chambers off clears both at once.

Where the game takes you

timeline
    title The shape of Rapture, ten years on
    section Arrival - Adonis Luxury Resort and the Atlantic Express
        Adonis Luxury Resort : Revival, the first Big Sister, a decade gone
        The Atlantic Express : Sinclair's voice, the railway restarted
    section Lamb's city - Ryan Amusements through Dionysus Park
        Ryan Amusements : Propaganda, the first Gather, Sinclair in person
        Pauper's Drop : Grace Holloway's slum stronghold
        Siren Alley : Simon Wales' cult, Grace's reckoning
        Dionysus Park : Stanley Poole's betrayal, surfaced
    section Closing in - Fontaine Futuristics and Outer Persephone
        Fontaine Futuristics : Gil Alexander, the Alpha Series, a rival hunter
        Outer Persephone : Lamb's old prison, Sinclair's fate turns
    section The reckoning - Inner Persephone
        Inner Persephone : Delta and Eleanor against Lamb, the ending decided

Nine levels, one decade-late homecoming. Pauper's Drop and Siren Alley between them carry more than 40 diaries.

4. Mechanics Worth Knowing Before You Start

Warning. "Master Protector" is the name of both a base-game Bronze trophy (a no-damage, no-breach Gather) and a Minerva's Den-unlockable tonic (earned by finishing all 36 Protector Trials stars). They share nothing but a name; don't confuse one for the other while tracking your checklist.


5. The Master Checklist

Main-campaign diary and P2P counts, with running totals. Minerva's Den and the Protector Trials keep their own separate ledgers (§12, §13).

Level Diaries P2P Stations Diary running total
1 - Adonis Luxury Resort 7 – 7
2 - The Atlantic Express 8 – 15
3 - Ryan Amusements 19 2 34
4 - Pauper's Drop 21 3 55
5 - Siren Alley 20 2 75
6 - Dionysus Park 15 2 90
7 - Fontaine Futuristics 17 2 107
8 - Outer Persephone 5 1 112
9 - Inner Persephone 17 2 129

Rapture Historian needs 100 of these 129 — route every one below and the trophy is never in doubt.

6. The Trophy List - All 54

1 Platinum, 4 Gold, 17 Silver, 32 Bronze. Marked by source: main campaign, Protector Trials, or Minerva's Den — all three feed this one list on the Collection.

Platinum & Gold

Trophy Tier Requirement Source
Platinum Trophy Platinum Unlock every other trophy -
Big Brass Balls Gold Finish the game without using a Vita-Chamber Main campaign
Against All Odds Gold Finish the game on the hardest difficulty Main campaign
Bought a Slot Gold Buy one Plasmid or Tonic slot at a Gatherer's Garden Main campaign
Escape Gold Escape Rapture Main campaign, story

Silver

Trophy Requirement Source
Grand Daddy Defeat 3 Big Daddies without dying mid-fight Main campaign
Dealt with Every Little Sister Harvest or rescue every Little Sister Main campaign
Master Gatherer Gather 600 ADAM total with Little Sisters Main campaign
Rapture Historian Find 100 of the main campaign's 129 audio diaries Main campaign
All Weapon Upgrades All 14 Power to the People stations Main campaign
Reunion Reunite with your original Little Sister Main campaign, story
Savior Save every Little Sister and spare Grace, Stanley and Gil Main campaign, story
Nose for News Uncover the secret of Dionysus Park Main campaign, story
Sinclair's Solution Join forces with Sinclair in Ryan Amusements Main campaign, story
Enemy of the Family A rank in all 24 Protector Trials Protector Trials
Get a Bigger Bucket 50% of the total ADAM across all Protector Trials Protector Trials
Perfect Protector 100% of the ADAM in a single Protector Trial Protector Trials
Trial By Fire Earn all 36 stars (all 18 numbered trials) Protector Trials
Guardian Angel Complete all 6 bonus trials Protector Trials
Login Reach Rapture Central Computing Operations Minerva's Den, story
Logout Escape Minerva's Den Minerva's Den, story
Root Access Granted Reach Computer Core Access Minerva's Den, story

Bronze - main campaign

Trophy Requirement
All Plasmids Find or purchase all 11 basic Plasmid types
Big Spender Spend $2000 at vending machines
First Research Research a Splicer with the Research Camera
Fully Upgraded a Plasmid Fully upgrade one Plasmid to Level 3
Fully Upgraded a Weapon Install the third upgrade on a weapon
Look at You, Hacker 50 kills using only hacked security
Master Hacker Hack 30 machines at a distance with the Hack Tool
Master Protector Complete a Gather with no damage and no breach
Max Plasmid Slots Every Plasmid slot purchased
One Research Track Max out one research track
Prolific Hacker Hack one of each machine type
Research Master Complete all research
Trap Master 30 kills using only traps
Upgraded a Weapon One Power to the People visit
9-Irony Pay your respects to the founder of Rapture
Adopted a Little Sister Adopt your first Little Sister
Confronted Grace Confront Lamb's lieutenant in Pauper's Drop
Counterattack Kill an enemy with its own projectile
Daddy's Home Find your way back into the ruins of Rapture
Defeated the Preacher Defeat the Preacher
Distance Hacker Hack an object at a distance with the Hack Tool
Found Lamb's Hideout Gain access to Lamb's stronghold
Heading to the Surface Ride the side of Sinclair's escape pod
Protector Survive Lamb's assault in the train station
Unbreakable Survive a Big Sister fight without dying

Bronze - Protector Trials

Trophy Requirement
Litmus Test 6 total stars
Acid Test 18 total stars

Bronze - Minerva's Den

Trophy Requirement
ADAM Addict Resolve every Little Sister in Minerva's Den
Garbage Collection Destroy all 10 Vacuum Bots
Lancer Killer Kill a Lancer Big Daddy
SUDO Wrest control of The Thinker from Reed Wahl
High Score Score 9999 in one game of Spitfire

PS3-original differences, in one breath: the 2010 disc shipped with an asynchronous online multiplayer mode ("Fall of Rapture") carrying its own trophy list (51 base trophies, several multiplayer-only) plus a separate Rapture Metro Pack DLC list. BioShock: The Collection removes multiplayer entirely — none of those trophies exist here, and every trophy on this 54-entry list is single-player.


7. Levels 1-2 - Adonis Luxury Resort & The Atlantic Express

Level 1 - Adonis Luxury Resort

Collectibles: 7 audio diaries.

Ten years dead, Subject Delta wakes on the ocean floor to a voice that isn't Atlas this time. It's Eleanor, grown up, calling the only father she remembers.

  1. Adonis Baths, first large room, pillar base at the NE corner in front of the sparking generator: JE1 Attention: Workers!
  2. Electro Bolt and Delta's starting weapon come first; nothing about this opening can be missed.
  3. Locked sauna room, south end of the hall, keypad code 1540: JE2 Fitness.
  4. Women's restroom off the corridor south of Adonis Baths: JE3 To My Daughter.
  5. Bridge/wading-Splicer room, on a bench under a wall poster, SW end: JE4 Return.
  6. Bathysphere Docking area, beside an open suitcase: JE5 They Called It Rapture.
  7. Grand Foyer/cocktail lounge, bar counter near the Vita-Chamber — after the first Big Sister encounter: JE6 Generation.

Trophy chance. The Big Sister here steals a Little Sister and flees rather than fighting to the death; this is scene-setting, not yet a fair fight.

  1. Ocean-floor walk at the level's end, corpse inside a crashed bathysphere near the fallen resort sign: JE7 Escape from Rapture.

Level 2 - The Atlantic Express

Collectibles: 8 audio diaries.

The derelict rail depot that once served Rapture's whole transit system. Delta allies with a radio voice — Augustus Sinclair — to get a train running toward Ryan Amusements and, eventually, Eleanor.

  1. Workshop 6A, south side of the train platform, on a desk: JE1 The Great Chain Rattles.
  2. Flooded corridor after the first Lamb radio contact, behind a turning fan — needs Telekinesis to pull free: JE2 Mr. Tape Recorder.
  3. Telekinesis itself is found in this level; grab it before backtracking for the diary above.
  4. Workshop 6B upper balcony, beside the "She Knows The Way" message: JE3 Just a Fad.
  5. Second large station area, near a mattress up the steps: JE4 What Happened to the People?
  6. Railway Cafe back room: JE5 Ryan vs Lamb: Reality.
  7. Overturned filing cabinet opposite a vending machine: JE6 Know the Beast.
  8. Manager's Office, filing cabinet beside the corpse at the typewriter desk: JE7 Improving on Suchong's Work.
  9. Train Station bench, in front of the schedule board: JE8 The Situation.

With the line running, the way to Ryan Amusements — and Sinclair, in the flesh — opens.

8. Levels 3-4 - Ryan Amusements & Pauper's Drop

Level 3 - Ryan Amusements

Collectibles: 19 audio diaries · 2 Power to the People stations.

Andrew Ryan's old propaganda park, built to sell Rapture's children on the city his death already ended. Delta's first real Gather happens here, and it's also the densest diary level in the first half of the game.

  1. Museum Entrance, crate surrounded by candles: JE1 Eleanor's Progress.
  2. Security office desk: JE2 The Old Sheepdog.
  3. Rapture Museum, top floor, under a bench: JE3 Volunteer.
  4. Gift Shop, NE corner, crate next to a safe: JE4 Cutting Corners.
  5. Gift Shop ladies' restroom shrine: JE5 Rapture is Deliverance.
  6. Hallway to the El Dorado Lounge, near the Drill Power tonic: JE6 Eat Dog.
  7. El Dorado Lounge, northernmost alcove counter: JE7 "Child" and Guardian.
  8. Journey to the Surface ride, maintenance room: JE8 You, Me, and 1959.
  9. Ride Cart Garage, beside a gatherable corpse — your first Gather encounter: JE9 Escape Plan.

Trophy - Adopted a Little Sister. Pops the moment you claim your first Little Sister here. The Gather that follows is a live, timed defense — clear approaches before you commit her to a corpse.

  1. Crates in front of the Conformity & Co. exhibit: JE10 Lamb the Problem, Sinclair the Solution.
  2. Workshop above Collapse Ave, reached via the hole at Chaos Corner: JE11 Truth is in the Body. (This exact title is also used for a Dionysus Park diary in some references — see §17 for the note.)
  3. Family exhibit, climb the storage-rack hand to the ledge: JE12 Deterioration.
  4. HT1 Power to the People station. Across from the ticket window, with the Machine Gun.
  5. Flooded P2P room alcove: JE13 Working for Sinclair.
  6. Small boarded-off room near a security camera: JE14 Doctor Lamb.
  7. Maintenance hallway across from the Lighthouse display: JE15 Efficacy.
  8. Locked employees-only room at the ride's start: JE16 Dating Tip.
  9. HT2 Power to the People station. Through the door after the final Journey to the Surface display, the family watching TV.
  10. Hall of the Future, beside the Vita-Chamber: JE17 A Father's Love.
  11. Frozen in ice near the Park Entrance: JE18 Disappeared.
  12. Previously locked room off the train station: JE19 Wooden Nickels.

Trophy - Sinclair's Solution. Meeting Augustus Sinclair face to face here, and agreeing to work together, is what triggers this one.

Level 4 - Pauper's Drop

Collectibles: 21 audio diaries · 3 Power to the People stations.

Rapture's slum, run by Lamb's lieutenant Grace Holloway, who locks Delta in and spends the whole level taunting him over the radio. The densest diary level in the game.

  1. Marlene's Flower Emporium cabinet: JE1 Ryan vs Lamb: Religious Rights.
  2. Marlene's Flower Emporium roof: JE2 Better Times with Lamb.
  3. Town Square, shrine to Prentice Mill: JE3 The End of the Line.
  4. Town Square, beside the Fontaine Clinics door: JE4 Clinic Code at the Fishbowl.
  5. Hamilton Building, 3rd floor, R. Flanagan's office desk: JE5 Camera in Hock.
  6. Town Square roof, beside the Little Sister vent shrine: JE6 Arrangements.
  7. Unnamed hotel upper level via the Town Square roofs, in a cabinet: JE7 Therapy with Grace 1.
  8. Behind the Sinclair Hotel reception desk: JE8 Wrong Side of the Tracks.
  9. Locked room via the hole in Doc Hollcroft's Pharmacy: JE9 Blood and Lamb.
  10. Apartment above Doc Hollcroft's Pharmacy: JE10 Pauper's Drop.
  11. HT1 Power to the People station. Hamilton Building, 2nd floor, down the hall from an El Ammo Bandito.
  12. Left of the Limbo Room exit, upstairs, beside a gatherable corpse: JE11 Sunday Services.
  13. Tunnel between the Market and Limbo Room plaza, beside a Rosie corpse: JE12 Mole.
  14. HT2 Power to the People station. Limbo Room club, side room behind the stage.
  15. Limbo Room dressing room: JE13 Closing the Limbo Room.
  16. Sinclair Deluxe, Room 106 bathroom: JE14 A Gift from Lamb.
  17. Sinclair Deluxe, broken floor above the vent shrine: JE15 Profit Coming, Profit Going.
  18. Sinclair Deluxe Tenements, Room 213: JE16 Where has Harry Gone?
  19. Sinclair Deluxe, Room 212, butterfly area: JE17 The Butterfly.
  20. HT3 Power to the People station. Sinclair Deluxe, room next to the turret-guarded hallway.
  21. Sinclair Deluxe atrium top level, beside a wheelchair: JE18 What a Snap.
  22. Under the bed in Eleanor's room: JE19 Barbarism.
  23. Grace Holloway's room, bed by the wide window: JE20 Failing Lamb.
  24. Near the Fishbowl Diner, on the corpse of a hostile Brute Splicer: JE21 Field Trial #1.

Trophy - Confronted Grace. Reaching Grace Holloway's apartment and the confrontation scene triggers this. Spare her here for Savior (§4) — her fate is one of the three that decides the ending.

9. Levels 5-6 - Siren Alley & Dionysus Park

Level 5 - Siren Alley

Collectibles: 20 audio diaries · 2 Power to the People stations.

Rapture's flooded red-light district, now a cult around self-styled prophet Simon Wales, who has built a religion out of a grown Eleanor Lamb he's never met.

  1. Entrance hallway, beside the plane-crash painting: JE1 A Silent God.
  2. Poisoned Apple club, locked lower area counter: JE2 Misbehaving.
  3. Mermaid Lounge restroom: JE3 The Rumbler.
  4. Mermaid Lounge gambling room, table below a turret: JE4 Plasmid Shipment.
  5. Mermaid Lounge, locked P2P room: JE5 Farther to Fall.
  6. HT1 Power to the People station. Mermaid Lounge, downstairs room with a ceiling hole.
  7. Beside the keypad to Plaza Hedone: JE6 Lamb's Salvation.
  8. The Pink Pearl, ground floor office desk: JE7 Father Simon Wales.
  9. The Pink Pearl, 2nd floor bedroom: JE8 Double Standard.
  10. Daniel Wales' office desk: JE9 Wales an' Wales.
  11. On Daniel Wales' own corpse: JE10 The Date is the Code.
  12. Plaza Hedone, NW apartment, desk under a poster: JE11 Bury Her Memory.
  13. Plaza Hedone, Smuggler's Hideout crate: JE12 Lamb's Operation.
  14. Plaza Hedone, cinder blocks in front of the Gatherer's Garden: JE13 The Pair Bond Mechanism.
  15. Illegal Plasmid Lab behind Joe's Green Groceries: JE14 An Empty Niche.
  16. Plaza Hedone, cinder block under the SW stairwell: JE15 The Requirements of Utopia.
  17. Little Sister's Orphanage dormitory: JE16 My Name is Eleanor.
  18. By the door to Pump Control Substation 5: JE17 Guidance of Lamb.
  19. HT2 Power to the People station. Lamb's office, just before Pump Station #5.
  20. Pump Station Access, 2nd floor office: JE18 Shackled to the Great Chain.
  21. Lamb's office, Pump Station Access: JE19 Therapy With Grace 2.
  22. Temple of the Lamb, at the altar: JE20 The Creed of the Faithful.

Trophy - Nose for News (setup) and the Grace Holloway thread close here. Whatever you decided about Grace in Pauper's Drop plays out to its conclusion in this level; the choice was already made, this is where it lands.

Level 6 - Dionysus Park

Collectibles: 15 audio diaries · 2 Power to the People stations.

Once an elegant botanical park, and Eleanor's childhood home before administrator Stanley Poole sold her out to silence what she'd caught him doing.

  1. Basement Storage stairs room, wooden box: JE1 Patronage.
  2. Basement Storage, bottom of the blocked staircase: JE2 A Gift from Billy.
  3. Basement Storage, code-locked room (1080): JE3 Lamb's Time is Over.
  4. HT1 Power to the People station. Cohen's Collection basement storage (same code, 1080).
  5. Cohen's Collection, base of a statue: JE4 Lamb's Idea of Art.
  6. Inside the carousel booth: JE5 Lost and Found.
  7. Lamb's Garden, 2nd level, first room: JE6 Dionysus Park's Weakness.
  8. Piano Bar, on top of the piano: JE7 The Voice of the Self. (Titled "Truth is in the Body" in some Collection references — see §17.)
  9. Imago Fine Arts, behind ice — needs Incinerate!: JE8 Falling Into Place.
  10. J. Fischer Gallery back room: JE9 Gotta Keep it Together.
  11. Triton Cinema lounge, locked storage room filing cabinet: JE10 Learning Poker.
  12. Triton Cinema, backstage: JE11 A Secular Saint.
  13. Triton Cinema, balcony ledge: JE12 A Spy.
  14. Triton Cinema hallway to the projection booth: JE13 Growing Up.
  15. Gallery entrance, base of the statue: JE14 Lamb Flouts the System.
  16. HT2 Power to the People station. Room with a safe and Health Station, on the path to the train station.
  17. Train Station Security Booth: JE15 A Plan.

Trophy - Nose for News. Harvesting ADAM from the Little Sisters gathering here triggers telepathic memories exposing Stanley Poole's betrayal of Eleanor — this is what the secret trophy is watching for.

10. Levels 7-8 - Fontaine Futuristics & Outer Persephone

Level 7 - Fontaine Futuristics

Collectibles: 17 audio diaries · 2 Power to the People stations.

Frank Fontaine's old genetics labs, now Sofia Lamb's base of operations. Delta meets a rival Big Daddy hunter, "Alex the Great," and fights the first Alpha Series Big Daddies of the game.

  1. On crates, before the 1st flood door: JE1 Alone at Last.
  2. Wall pickup, before the 2nd flood door — story-required, can't be missed: JE2 Agnus Dei.
  3. Couch by the pinned Splicer, before the 2nd flood door: JE3 Means of Control.
  4. Up the stairs by the vent, before the 2nd flood door: JE4 Life After Sisterhood.
  5. Marketing Offices, filing cabinet: JE5 Source of Volunteers.
  6. Drop through the hole at the top of the stairs: JE6 A New Cognitive Model.
  7. Fontaine's office, behind the boar-head switch: JE7 Goodbye to Fontaine.
  8. Plasmid props room, locked room (code 5254): JE8 Prototype.
  9. Left of the Laboratory entrance, on a table: JE9 Abort the Experiment.
  10. Under the circuit breaker, after the 2nd flood door: JE10 Solving for X.
  11. HT1 Power to the People station. Locked security room, once accessible.
  12. Box under the control panel by the Gatherer's Garden: JE11 Gil's Place in the Plan.
  13. ADAM Research Lab — search the roving Rumbler "Mark Meltzer": JE12 Meltzer's Choice.
  14. Pacification chamber control panel: JE13 Outlived Usefulness.
  15. Next to a vent, after the Little Sister vision: JE14 Goodbye, Dr. Alexander.
  16. Frozen in ice behind a broken cell wall, cells area: JE15 Betrayal.
  17. HT2 Power to the People station. Bottom of Holding Cells, security office via a broken-window hack.
  18. Locked room, hack the door panel: JE16 Big Sister.
  19. Floor near a Big Daddy helmet, end of the level: JE17 The People's Daughter.

Warning. Gil Alexander's confrontation is one of Savior's three named spares. Kill him and the ending changes, same as with Grace or Stanley — treat all three consistently if you want the good ending.

Level 8 - Outer Persephone

Collectibles: 5 audio diaries · 1 Power to the People station.

Sofia Lamb's own former cell block, now her stronghold. Short, tense, and the level where Sinclair's fate turns.

  1. First medical room, near a Little Sister vent: JE1 Selling Ryan Short.
  2. Cell Blocks, next to a Big Sister helmet: JE2 Behind Mother's Back.
  3. Cell Blocks Common Hall, by the Delta/Alexander statue: JE3 Blessing in Disguise.
  4. HT1 Power to the People station. Left side of the hallway toward the Examination Rooms.
  5. Under Eleanor's bed, Quarantine Room: JE4 Freeing Father.
  6. Office of Sofia Lamb, past the unlock switch: JE5 Withholding Visitation.

The level closes on Lamb springing a trap that puts Sinclair squarely in the machinery of what comes next.

11. Level 9 - Inner Persephone

Collectibles: 17 audio diaries · 2 Power to the People stations.

The finale. Delta and a grown Eleanor try to reach a lifeboat Sinclair docked for them; Lamb floods its ballast tanks to keep it grounded, and the last fight plays out in the nursery wards while Eleanor works to drain them.

  1. Security Checkpoint A, past the Gatherer's Garden: JE1 Out With the Old...
  2. Holding Wing cafeteria table: JE2 The Definition of Despair.
  3. Cell Block D, right side: JE3 A Trade.
  4. Cell Block D, left side — keycode part 1: JE4 First Two Digits.
  5. Cell Block B, hanged prisoner's corpse: JE5 No More Hope Left.
  6. Cell Block A, cell with the wall hole: JE6 A Generous Offer.
  7. Cell Block South Quad crawlspace — keycode part 2: JE7 Last Two Digits.
  8. Security Booth holding Sinclair: JE8 Magic Sauce.
  9. Intensive Therapy, by the operation chair: JE9 A Simple Question.
  10. HT1 Power to the People station. Holding wing, back of the Sinclair-keypad room, left side.
  11. Recreational Therapy room (hints code 4146): JE10 Legs, Mouths, Arms, and Eyes.
  12. Small room east of Pediatric Ward: JE11 Destructive Learning.
  13. Administration Offices, first room: JE12 Sacrifices.
  14. Administration Offices basement, under the PNEUMO plaque: JE13 A Stratagem for Sinclair.
  15. Infirmary Ward A, last cell: JE14 Such Freedom.
  16. HT2 Power to the People station. Infirmary wing, just after Ward B, in the Heat-Seeking RPG Turret room.
  17. Infirmary Quarantine Area, near the P2P station: JE15 My Prison.
  18. Infirmary Surgery, X-ray room: JE16 They Feel Pain.
  19. Infirmary Autopsy Room, on the sink: JE17 Alleviating Pain.

Trophy - Escape and Reunion. The finale's ending sequence resolves both: escaping Rapture at all, and (if you've kept Eleanor's bond intact) the reunion the whole game has been building toward. Which of the game's several endings plays depends on your full Little Sister and NPC ledger — everything decided in §§7–10.


12. Protector Trials - The Full Roster

Twenty-four trials across six areas, each revisiting a main-campaign location as a different, unnamed Alpha Series Big Daddy. Every trial's objective is the same: escort a Little Sister to an ADAM-rich corpse and defend her through a roughly four-minute Gather. An unbroken gather builds a multiplier up to x4; every enemy that reaches her knocks it back down. Enemies drop no loot here, so hack or buy from vending machines before the timer starts.

# Area Based on Notes
1 The Adonis Baths Adonis Luxury Resort Gentle introduction: Thuggish/Leadhead Splicers, Spider Splicers late. The water pool plus Electro Bolt is the area's signature combo.
2 Atlantic Express Train Upkeep The Atlantic Express Security Bots, mini-turrets, pre-placed traps; later trials add Incinerate and harpoon/slug weapons.
3 Pauper's Drop Market Pauper's Drop Security- and trap-heavy; Insect Swarm and Winter Blast against tougher Brute Splicers.
4 Simon Wales' Church Siren Alley (Temple of the Lamb) Houdini Splicers appear — favors Hypnotize, Security Bots and Cyclone Traps.
5 Folly of Dionysus Dionysus Park (Chase Carousel) Trial 3 here is the signature no-weapons, all-Plasmid fight, with a Fountain of Youth water pool to lean on.
6 Persephone Cellblock F Outer/Inner Persephone The hardest area — Alpha Series Big Daddies join the Splicers, blocking sightlines and charging you directly.

Each area's structure is identical: Trial 1 (1★), Trial 2 (2★), Trial 3 (3★) — 6★ per area, 36★ across all six. A bonus trial unlocks per area once its three numbered trials clear; no rank requirement, just completion, and it hands you every weapon and Plasmid at max upgrade for a harder victory lap. Clearing all six bonus trials also unlocks the Master Protector tonic, usable back in Minerva's Den.

Rank (D through A+) measures the percentage of that trial's total available ADAM actually collected — roughly 80%+ for an A, close to 100% for an A+.

Trophy Requirement
Litmus Test 6 total stars
Acid Test 18 total stars (official trophy text uses "Trial," singular — not a typo)
Trial By Fire All 36 stars — every numbered trial
Enemy of the Family A rank in all 24 trials
Get a Bigger Bucket 50% of the total ADAM across every trial combined
Perfect Protector 100% of the ADAM in a single trial
Guardian Angel All 6 bonus trials complete

13. Minerva's Den

A self-contained campaign, not a main-game chapter — its own menu entry, its own save, roughly 3-5 hours. Collectibles: 35 audio diaries · 10 Vacuum Bots.

You play Subject Sigma, an early Alpha Series Big Daddy, guided by a voice claiming to be Charles Milton Porter — the engineer who built Rapture's ADAM-powered supercomputer, The Thinker. Opposing you: Reed Wahl, Porter's former colleague, now consumed by the machine's predictive power. Progression is strictly linear across three levels; there's no backtracking, so clear each area fully before its exit.

Minerva's Den (Rapture Central Computing)

Den Entrance, the Executive Wing, McClendon Robotics, and the Air-Tite Archives.

Operations

Operations Entrance, the Machine Graveyard, Programming, Ventilation Control, and Core Access.

The Thinker

The Mainframe, Core Access, the supercomputer chamber itself, and Porter's Apartment.

Tip. None of Minerva's Den's 35 diaries or 10 Vacuum Bots count toward the main campaign's Rapture Historian or any main-campaign trophy — it keeps its own save and its own ledger entirely.


14. Cleanup - Farming Recipes and Checklists

No chapter-select here either, so this is a pre-flight list for your one main-campaign pass (§7-§11) plus the two DLC campaigns (§12-§13), not a post-game farm.

Trophy Recipe
Rapture Historian (100 of 129) Route every level in §7-§11; even skipping the hardest-to-find handful still clears 100 easily.
All Weapon Upgrades (14 stations) Visit every Power to the People station as you reach it — none are missable once you know where they are.
Research Master Photograph every enemy type across the whole run; five research levels per subject, alternating damage and secondary bonuses.
Master Hacker / Prolific Hacker Hack everything you pass with Hack Darts at range rather than saving them — darts make distance hacking nearly free.
Max Plasmid Slots Budget ADAM carefully if you're also chasing Savior's slower rescue-income path; don't blow early ADAM on Plasmids you won't reuse.
Master Gatherer (600 ADAM) Accumulates naturally across a full-Rescue playthrough plus the Protector Trials; no dedicated farming needed.
Trial By Fire / Enemy of the Family Replay any trial from its area select once you know its enemy pattern — trials don't lock after a first clear.

Little Sister and NPC policy, stated plainly

Rescue every Little Sister and spare Grace Holloway, Stanley Poole and Gil Alexander for Savior and the best ending. There's no route that earns both Savior and a harvest-heavy ADAM budget on the same save — decide before Ryan Amusements' first Gather, the same way BioShock 1 asked you to decide before its own first encounter.

15. Difficulty

Against All Odds (hardest difficulty) and Big Brass Balls (no Vita-Chamber) are independent trophies — unlike BioShock 1's stacked Survivor tier, BioShock 2 lets you clear both in a single run at the top difficulty with Vita-Chambers disabled from the Options menu.

16. Appendix - The Full Indexes

A. All 129 main-campaign audio diaries by level

Level Diary Location cue
Adonis Luxury Resort Attention: Workers! Adonis Baths, NE pillar base
Adonis Luxury Resort Fitness Locked sauna, code 1540
Adonis Luxury Resort To My Daughter Women's restroom
Adonis Luxury Resort Return Bridge room bench
Adonis Luxury Resort They Called It Rapture Bathysphere Docking
Adonis Luxury Resort Generation Grand Foyer bar
Adonis Luxury Resort Escape from Rapture Crashed bathysphere
The Atlantic Express The Great Chain Rattles Workshop 6A desk
The Atlantic Express Mr. Tape Recorder Flooded corridor, needs Telekinesis
The Atlantic Express Just a Fad Workshop 6B balcony
The Atlantic Express What Happened to the People? Station area, mattress
The Atlantic Express Ryan vs Lamb: Reality Railway Cafe back room
The Atlantic Express Know the Beast Filing cabinet
The Atlantic Express Improving on Suchong's Work Manager's Office
The Atlantic Express The Situation Train Station bench
Ryan Amusements Eleanor's Progress Museum Entrance
Ryan Amusements The Old Sheepdog Security office
Ryan Amusements Volunteer Museum top floor
Ryan Amusements Cutting Corners Gift Shop NE corner
Ryan Amusements Rapture is Deliverance Gift Shop restroom
Ryan Amusements Eat Dog El Dorado Lounge hall
Ryan Amusements "Child" and Guardian El Dorado Lounge alcove
Ryan Amusements You, Me, and 1959 Ride maintenance room
Ryan Amusements Escape Plan Ride Cart Garage
Ryan Amusements Lamb the Problem, Sinclair the Solution Conformity & Co.
Ryan Amusements Truth is in the Body Workshop above Collapse Ave
Ryan Amusements Deterioration Family exhibit ledge
Ryan Amusements Working for Sinclair Flooded P2P room
Ryan Amusements Doctor Lamb Boarded-off room
Ryan Amusements Efficacy Maintenance hallway
Ryan Amusements Dating Tip Employees-only room
Ryan Amusements A Father's Love Hall of the Future
Ryan Amusements Disappeared Park Entrance, in ice
Ryan Amusements Wooden Nickels Room off train station
Pauper's Drop Ryan vs Lamb: Religious Rights Marlene's cabinet
Pauper's Drop Better Times with Lamb Marlene's roof
Pauper's Drop The End of the Line Prentice Mill shrine
Pauper's Drop Clinic Code at the Fishbowl Fontaine Clinics door
Pauper's Drop Camera in Hock Hamilton Building 3F
Pauper's Drop Arrangements Town Square roof
Pauper's Drop Therapy with Grace 1 Hotel upper level
Pauper's Drop Wrong Side of the Tracks Sinclair Hotel desk
Pauper's Drop Blood and Lamb Hollcroft's Pharmacy hole
Pauper's Drop Pauper's Drop Apartment above pharmacy
Pauper's Drop Sunday Services Left of Limbo Room exit
Pauper's Drop Mole Market/Limbo tunnel
Pauper's Drop Closing the Limbo Room Dressing room
Pauper's Drop A Gift from Lamb Room 106 bathroom
Pauper's Drop Profit Coming, Profit Going Broken floor, vent shrine
Pauper's Drop Where has Harry Gone? Room 213
Pauper's Drop The Butterfly Room 212
Pauper's Drop What a Snap Atrium top level
Pauper's Drop Barbarism Under Eleanor's bed
Pauper's Drop Failing Lamb Grace's room
Pauper's Drop Field Trial #1 Near Fishbowl Diner
Siren Alley A Silent God Entrance hallway
Siren Alley Misbehaving Poisoned Apple counter
Siren Alley The Rumbler Mermaid Lounge restroom
Siren Alley Plasmid Shipment Gambling room table
Siren Alley Farther to Fall Locked P2P room
Siren Alley Lamb's Salvation Plaza Hedone keypad
Siren Alley Father Simon Wales Pink Pearl office
Siren Alley Double Standard Pink Pearl bedroom
Siren Alley Wales an' Wales Daniel Wales' office
Siren Alley The Date is the Code Daniel Wales' corpse
Siren Alley Bury Her Memory Plaza Hedone NW apartment
Siren Alley Lamb's Operation Smuggler's Hideout
Siren Alley The Pair Bond Mechanism Gatherer's Garden cinder blocks
Siren Alley An Empty Niche Plasmid Lab
Siren Alley The Requirements of Utopia SW stairwell
Siren Alley My Name is Eleanor Orphanage dormitory
Siren Alley Guidance of Lamb Pump Substation 5 door
Siren Alley Shackled to the Great Chain Pump Station Access office
Siren Alley Therapy With Grace 2 Lamb's office
Siren Alley The Creed of the Faithful Temple altar
Dionysus Park Patronage Basement Storage stairs
Dionysus Park A Gift from Billy Blocked staircase
Dionysus Park Lamb's Time is Over Code-locked room, 1080
Dionysus Park Lamb's Idea of Art Cohen's Collection statue
Dionysus Park Lost and Found Carousel booth
Dionysus Park Dionysus Park's Weakness Lamb's Garden, 2nd level
Dionysus Park The Voice of the Self Piano Bar
Dionysus Park Falling Into Place Imago Fine Arts, needs Incinerate
Dionysus Park Gotta Keep it Together J. Fischer Gallery
Dionysus Park Learning Poker Triton Cinema lounge
Dionysus Park A Secular Saint Triton Cinema backstage
Dionysus Park A Spy Triton Cinema balcony
Dionysus Park Growing Up Cinema hallway
Dionysus Park Lamb Flouts the System Gallery entrance
Dionysus Park A Plan Train Station Security Booth
Fontaine Futuristics Alone at Last Before 1st flood door
Fontaine Futuristics Agnus Dei Before 2nd flood door
Fontaine Futuristics Means of Control Before 2nd flood door
Fontaine Futuristics Life After Sisterhood Before 2nd flood door
Fontaine Futuristics Source of Volunteers Marketing Offices
Fontaine Futuristics A New Cognitive Model Hole at top of stairs
Fontaine Futuristics Goodbye to Fontaine Fontaine's office
Fontaine Futuristics Prototype Locked room, 5254
Fontaine Futuristics Abort the Experiment Laboratory entrance
Fontaine Futuristics Solving for X Under the circuit breaker
Fontaine Futuristics Gil's Place in the Plan Gatherer's Garden
Fontaine Futuristics Meltzer's Choice ADAM Research Lab
Fontaine Futuristics Outlived Usefulness Pacification chamber
Fontaine Futuristics Goodbye, Dr. Alexander After Little Sister vision
Fontaine Futuristics Betrayal Cells area, in ice
Fontaine Futuristics Big Sister Locked room, hack panel
Fontaine Futuristics The People's Daughter End of level
Outer Persephone Selling Ryan Short First medical room
Outer Persephone Behind Mother's Back Cell Blocks
Outer Persephone Blessing in Disguise Cell Blocks Common Hall
Outer Persephone Freeing Father Under Eleanor's bed
Outer Persephone Withholding Visitation Sofia Lamb's office
Inner Persephone Out With the Old... Security Checkpoint A
Inner Persephone The Definition of Despair Holding Wing cafeteria
Inner Persephone A Trade Cell Block D, right
Inner Persephone First Two Digits Cell Block D, left
Inner Persephone No More Hope Left Cell Block B
Inner Persephone A Generous Offer Cell Block A
Inner Persephone Last Two Digits Cell Block South Quad
Inner Persephone Magic Sauce Security Booth
Inner Persephone A Simple Question Intensive Therapy
Inner Persephone Legs, Mouths, Arms, and Eyes Recreational Therapy
Inner Persephone Destructive Learning East of Pediatric Ward
Inner Persephone Sacrifices Administration Offices
Inner Persephone A Stratagem for Sinclair Administration basement
Inner Persephone Such Freedom Infirmary Ward A
Inner Persephone My Prison Infirmary Quarantine
Inner Persephone They Feel Pain Infirmary X-ray room
Inner Persephone Alleviating Pain Infirmary Autopsy Room

B. Power to the People stations (14)

Ryan Amusements (2) · Pauper's Drop (3) · Siren Alley (2) · Dionysus Park (2) · Fontaine Futuristics (2) · Outer Persephone (1) · Inner Persephone (2)

C. Plasmids (11 base game + Summon Eleanor gift + Gravity Well DLC-only)

Electro Bolt · Telekinesis · Incinerate! · Winter Blast · Security Command · Hypnotize · Cyclone Trap · Insect Swarm · Scout · Decoy · Summon Eleanor (finale gift, doesn't count toward All Plasmids) · Gravity Well (Minerva's Den only)

D. Minerva's Den (35 diaries + 10 Vacuum Bots)

20 diaries in Minerva's Den (Rapture Central Computing), 13 in Operations, 2 in The Thinker. Vacuum Bots split 5/5 between Minerva's Den and Operations.

17. Accuracy & Sources

This walkthrough was written fresh for this document, then cross-checked against the BioShock Wiki (Fandom), GameFAQs, PSNProfiles and TrueTrophies (all consulted August 2026). The 54-trophy total and its 1/4/17/32 tier breakdown were counted directly from itemized trophy data and matched an independent spot-check exactly, as did the 129-diary main-campaign total (cross-validated twice: once by direct citation, once by summing all nine per-level lists) and the 14-station Power to the People count.

One genuine correction worth flagging: this guide's Protector Trials research started from an assumed count of ten trials. That premise didn't survive contact with actual sources — the real structure is 24 trials across six areas (18 numbered plus 6 bonus), confirmed by the BioShock Wiki, GameFAQs, PSNProfiles, TrueTrophies and Steam community guides, and independently corroborated by the trophy list's own math (6 areas × 6 stars = the 36 stars "Trial By Fire" asks for). The number below is the corrected one.

One unresolved title collision: "Truth is in the Body" appears as a diary title in both Ryan Amusements and, in some references, Dionysus Park (where an older title, "The Voice of the Self," may be the one the Collection actually kept). This guide lists Ryan Amusements' diary as "Truth is in the Body" and keeps Dionysus Park's as "The Voice of the Self" per the source material's own best judgment; if your in-game tracker shows differently, trust your tracker over this page.

BioShock 2 © 2K Games / Take-Two Interactive. Developed by 2K Marin. This is an unofficial fan-made guide.