Most collectibles don’t unlock that much. Perhaps an Achievement or Trophy. Maybe a few cheats or some Easter eggs. But in BioShock 2, they unlock the entire point of playing in the first place. They unlock the game’s story.
If you don’t grab every audio diary, you won’t see more than 50% of the plotline. If you don’t search every dark corner of Rapture, you won’t learn the full truth about the city’s history, including the origins of the Big Sisters, the Little Sisters and the Big Daddies. If you don’t use our guide, you’re not experiencing the real BioShock 2. So let’s get started…
Did we miss any? Let us know in the comments below!
Audio Diary #1 – “Attention Workers!”
Located in the large pool room where you first see a Big Sister. On the left side of the room, right next to the sparking generator that you use to restore power.
Audio Diary #2 – “Fitness”
Inside the locked steam room. Just use the code written on the window to enter.
Audio Diary #3 – “To My Daughter”
After restoring power and entering the unlocked area, you’ll walk by two restrooms. The audio diary is at the back of the women’s, or “Dames,” room.
Audio Diary #4 – “Return”
Inside the room with the wading pool and fancy arched bridge. Find the corner with the “Best and Brightest” poster and look on the bench below for the audio diary.
Audio Diary #5 – “They Called It Rapture”
Before moving into the room with the Little Sister, go through the door marked Rapture Metro. The audio diary is on the floor with some teddy bears. The other end of this hallway holds a body with “Stay Away” graffiti scrawled above it.
Audio Diary #6 – “Generation”
Following the first Big Sister fight in the spacious foyer, check the corner of the bar for this audio diary.
Audio Diary #7 – “Escape from Rapture”
During the first underwater walking segment, watch your left for a crashed bathysphere pod. It’s right before the Adonis pillar forces you to jump. Search the corpses inside to grab the audio diary.
Audio Diary #1 – “The Great Chain Rattles”
You’ll enter a large station and watch as a train car falls to the ground. To the left of that wreckage is a door leading to a Train Workshop. The audio diary is on a desk inside.
Audio Diary #2 – “Mr. Tape Recorder”
Once you’ve obtained the Telekinesis plasmid, return to the area where you emerged from the water. Next to those steps is a huge fan, with the audio diary hidden behind it. You’ll need to use your newfound power to pull the diary towards you.
Audio Diary #3 – “Just a Fad”
On an upper balcony lined with gas tanks. The game is strongly suggesting that you use your newfound Telekinesis power to throw those tanks at a gathering of Splicers below. Before doing so, grab the audio diary off the drafting desk.
Audio Diary #4 – “What Happened to the People?”
This audio diary is in the second large train station – the one in which the train car doesn’t fall to the ground. To the right of that train car, up some stairs and near a mattress, is the tape.
Audio Diary #5 – “Ryan vs Lamb: Reality”
Go to the very back of the cafeteria, past the kitchen with the burning stoves. The audio diary is in a dark storage room with windows looking out on water.
Audio Diary #6 – “Know the Beast”
Once you’ve removed the wrench from the gears using Telekinesis, a big door will open. Go through and turn left, circling through some short hallways back towards the room with the gears. Along that path is the audio diary.
Audio Diary #7 – “Improving on Suchong’s Work”
Upon exiting the lengthy elevator ride, you’ll be in a room with Trap Rivets. Up some stairs and to the left is a Manager’s Office with the audio diary tucked in a filing cabinet.
Audio Diary #8 – “The Situation”
Talk to Tenenbaum, then fight off the Splicer group attack. Before leaving on the train, however, search the benches for an audio diary.
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