To celebrate the release of BioShock 2, I present the Short Script of its predecessor. BioShock is an example of a very specific type of story which lends itself exceptionally well to being told through the medium of videogames: an aftermath story. This typically involves the player being thrust into a game world where many things have happened which are not immediately made clear, but are responsible for leaving said game world in its current state. The System Shock series, to which BioShock is a spiritual successor, also uses this story model. It allows for many different narrative techniques, from obvious means (audio logs, wall scrawlings, survivors) to less than obvious ones (the appearance of certain rooms, corpses). In this case, dead men do tell tales.