# BioShock 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.*

---

## 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:

- **The story and its difficulty tiers**: one playthrough, plus the hardest difficulty and a no-Vita-Chamber run for the Gold trophies. The ending depends on every Little Sister and NPC choice you make along the way.
- **129 main-campaign audio diaries**: the Silver **Rapture Historian** only needs **100 of the 129** — up to 29 can go unfound and the trophy still pops, though this guide routes all of them regardless.
- **14 Power to the People stations**: two per weapon across seven weapons. All fourteen earns the Silver **All Weapon Upgrades**.
- **Research, hacking and invention**: a research camera ledger, a real-time Hack Tool ledger (Master Hacker, Prolific Hacker), and a plasmid/tonic ledger (All Plasmids, Max Plasmid Slots).
- **The Little Sisters**: gathered, not just found. Escort one to a corpse, defend her through a live, timed ADAM gather, then choose to rescue (80 ADAM) or harvest (160 ADAM) afterward. Saving every one, plus sparing three named NPCs, earns the secret Silver **Savior** and the game's best ending.
- **Protector Trials (DLC, merged into this list)**: 24 trials across 6 areas — 18 numbered plus 6 bonus — worth 36 stars total.
- **Minerva's Den (DLC, merged into this list)**: a self-contained 3-level campaign as a different Big Daddy, Subject Sigma, with its own 35 diaries and 10 Vacuum Bots that do **not** count toward Rapture Historian.

> **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%

```mermaid
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"])
```

Figure: 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

```mermaid
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
```

Figure: 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

- **You dual-wield.** Weapon in the right hand, Plasmid in the left, both live at once — no menu-swap like BioShock 1. Learn a shock-then-drill or freeze-then-shotgun combo early; it's the whole combat language of this game.
- **The Drill replaces the Wrench**, with its own fuel gauge (300 cap) for spin attacks and a Drill Dash charge that doubles as an offensive lunge and an interrupt against a charging Big Sister.
- **Hacking is real-time**, not paused. A needle bounces across red/green/blue zones on a gauge while enemies can still reach you; **Hack Darts** let you hack at a distance, unlike BioShock 1's stand-next-to-it requirement. **Skilled/Master Hacker counts every hack method** — darts, manual, or otherwise — same generosity as the first game.
- **Little Sister Gathers are a live defense encounter**, not an instant choice. Carry her to a corpse, and for several seconds she gathers ADAM (40, or 60 with the Proud Parent gift) while Splicers converge; every enemy that reaches her drops the take. Afterward: Rescue (80 ADAM) or Harvest (160 ADAM) — flat immediate harvest skips the gather entirely for 160 ADAM with no defense needed.
- **Big Sisters** show up once every Little Sister in an area is resolved. They have an exposed tank on their back and a chargeable Drill Dash interrupts their own charge.
- **Vita-Chambers** toggle off any time from Options, not just at a fresh start — and Little Sisters passively heal their bonded Big Daddy, so BioShock 2 discourages Vita-thrashing by design rather than by trophy technicality alone.
- **Savior needs more than saving every Little Sister.** It also requires sparing three named NPCs at their confrontation scenes: **Grace Holloway** (Pauper's Drop/Siren Alley), **Stanley Poole** (Dionysus Park), and **Gil Alexander** (Fontaine Futuristics). Killing any of the three forecloses Savior for that save.
- **Up to 8 Plasmid slots**, unlocked progressively from a starting 3 — Max Plasmid Slots wants every one of them purchased.

> **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.

8. 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.

10. Crates in front of the Conformity & Co. exhibit: **[JE10] Lamb the Problem, Sinclair the Solution**.
11. 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.)*
12. Family exhibit, climb the storage-rack hand to the ledge: **[JE12] Deterioration**.
13. **[HT1] Power to the People station.** Across from the ticket window, with the Machine Gun.
14. Flooded P2P room alcove: **[JE13] Working for Sinclair**.
15. Small boarded-off room near a security camera: **[JE14] Doctor Lamb**.
16. Maintenance hallway across from the Lighthouse display: **[JE15] Efficacy**.
17. Locked employees-only room at the ride's start: **[JE16] Dating Tip**.
18. **[HT2] Power to the People station.** Through the door after the final Journey to the Surface display, the family watching TV.
19. Hall of the Future, beside the Vita-Chamber: **[JE17] A Father's Love**.
20. Frozen in ice near the Park Entrance: **[JE18] Disappeared**.
21. 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.

- 20 of the campaign's 35 diaries are here — this level alone carries more diaries than several main-campaign levels combined.
- 5 of the level's 10 Vacuum Bots patrol the Executive Wing and McClendon Robotics — destroy each on sight; they don't fight back hard, but they're easy to walk past unnoticed. Research didn't turn up a reliable per-bot location list, so this guide doesn't pretend to route each one individually; watch and listen as you clear each room instead.
- The **Drill Dash** tonic (DLC-exclusive) is found in the Security Bot showroom, McClendon Robotics, or purchasable for 75 ADAM.
- The **Gravity Well** Plasmid (also DLC-exclusive) is found at the Manager's Office desk in the Air-Tite Archives, or purchasable at this level's Gatherer's Garden.

### Operations

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

- The remaining 13 diaries route through here.
- The remaining 5 Vacuum Bots patrol Operations — clear all ten across both levels for **Garbage Collection**.
- The **Spitfire** arcade cabinet sits in the Programming wing. **Score 9999 for High Score** — it's a fixed-pattern shooting minigame, not luck; a couple of practice runs are usually enough once you learn the pattern.
- Reaching **Rapture Central Computing Operations** here is the story beat behind the **Login** trophy.

### The Thinker

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

- The final 2 diaries close out the 35-diary total.
- Reaching **Computer Core Access** earns **Root Access Granted**; wresting control of The Thinker from Reed Wahl in the finale earns the secret **SUDO**.
- The campaign's emotional core — Porter's late wife Pearl, and a twist tying Sigma directly to Porter's own identity — resolves in the final confrontation with Wahl at the Mainframe. Escaping afterward is **Logout**.

> **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.

- Vita-Chambers toggle off any time, so there's no need to start a dedicated New Game Plus the way BioShock 1's Survivor run demanded — carry your existing save's Plasmids and Tonics into a fresh top-difficulty attempt if the game offers it, or start clean with the game's harder pacing in mind.
- Little Sisters passively heal their bonded Big Daddy, which works against you here: don't linger near an unresolved Little Sister mid-fight if you're trying to keep a clean no-hit record for Grand Daddy or Master Protector.
- Big Sisters are the main threat to a no-death run: bait her charge, then Drill Dash through the opening it creates.
- The Protector Trials' hardest area (Persephone Cellblock F, §12) is good practice for the finale's Alpha Series Big Daddy fights before you attempt them on your hardest-difficulty run.

## 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.*
