Dishonored 1 all upgrade blueprints. Equipment. Gear Upgrades in Dishonored

As you know, there are quite a lot of secrets and collectibles in Dishonored 2. One of these collectible items were paintings of various characters. However, in addition to the sporting interest, collecting these paintings is also worth it for the reason that for each found painting you will receive 200 coins. And the money can already be spent on more useful (in a practical sense) things.

"A Long Day in Dunwall"

After the key target is eliminated, follow to the empress's treasury. As soon as you leave it and walk a little further along the corridor, be sure to pay attention to the chest of drawers on the right side of the main character - here the first picture in the game will be waiting for you. And most importantly, remember: if you miss this picture and come to your senses only when you are already on the roof, then you will not be able to return back (there will be no abilities at this moment).

When the first painting is found, you can safely go down from the roof down to the street. But don’t go far: on the left side there will be doors that lead straight to Galvani’s laboratory. So, go inside through the doors and move forward until you find yourself in a large room. In this room, the first thing you will need to do is neutralize the guard. As for the painting, it will hang directly above the fireplace next to it. And by the way, when you remove the picture, you will also be able to read the code to the safe, which in turn will be located near the window.

"On the edge of the world"

At the very beginning of this task/mission, pay your attention to the building that is located opposite the pier. Your goal in this place is the balcony. It is on this balcony that you need to climb (the balcony is located directly under the poster with the image of Delilah). So use the transfer and move in this way from one canopy to another until you can reach the balcony. The painting, in turn, will stand near the chest of drawers.

The next painting will be located near the Alien altar. So, if you are facing the light wall, then the key building will be located on the right side. Climb up the stairs and go inside the apartment. In a small room you will find 2 runes, paintings and a lecture by the Alien himself.


However, even after such a find, do not rush to leave this house. Leave the small apartment and move further straight along the corridor. At the end, climb through the open window and find yourself on the balcony, which is located directly above the square. At this point you will need to move to the balcony, which is located on the right side of the hero and go a little forward there. As a result, you will stumble upon a house in which the caretakers have successfully settled down. So, you will need to get to the balcony, which is located above and thanks to it, carefully get into the office. The painting in this office will be waiting for you in the corner, so don't miss it.

Let's move on. Dr. Hepatia's apartment is located directly opposite the Adddermire station. So, you can again enter this apartment through the balcony, which in turn is located above a store called “Winslow”. And after entering the apartment, walk along the corridor until you notice the image of the good doctor on the right side.

"Good Doctor"

The search for new paintings begins with the fact that you need to go inside the Addermere Institute. Head to the lobby where you can find a light wall. However, you shouldn’t pay special attention to it; it’s better to look to the right - there will be a picture hanging here depicting the Duke of Serkonos.

Then it gets more interesting: now, in order to get the next picture, you will have to use all your strength and just try. You shouldn't leave the institute - that's the first thing. Secondly, the institute has an elevator, so call it and take it to the 4th floor. However, please note that you do not need Dr. Hepatia's office. When exiting the elevator, turn right and go through the doors that say “Private Rooms.” From there, go outside and be transported to the roof of the building opposite. Now turn around and thus you will be able to notice the pipe that leads to the hatch. Go inside and call the elevator again. As soon as the elevator approaches you, cut one of the cables on which the elevator hangs, after holding down the strike button and releasing it (lunge forward with the sword). As a result, the elevator falls and thereby makes a huge hole in the floor. Therefore, go down to the very bottom and climb through the hole that was formed using the elevator. Thus, you will find yourself in the department of missing things. In this room, go to the far left corner, where you will find the long-awaited Sokolov Painting.

The last painting, which is at the institute, can be found in the laboratory of Doctor Hepatia. As soon as you enter the laboratory, do not rush to immediately approach the doctor. It’s better to start by going to the right side of the room, where another painting hangs quietly.

"Mechanically Mansion"

In this part of the walkthrough, as soon as you exit the sewer, go a little further down the street. The building you need this time is located on the left side of the station. By the way, it will even be easier to climb onto the roof of the station and from the roof be transported to the balcony, which is located on the third floor.

However, that's not all there is to it. Opposite the same building in which you managed to find the previous picture, there is another one, but with an open balcony. Therefore, all that needs to be done now: first, get inside, second, pick up the painting and move on.

Right before you get to Jindosh's mansion now, you will need to find a special code that opens the gate for the crew. I suggest forgetting about the code now, because there is a completely different way to get to the mansion, taking along a new painting along the way. And to do this, first turn left from the carriage and go through the building. Next, take the heart in your hand and follow the call of the rune. You will eventually end up in a building with "Keep Out" written on it. Inside you can find a painting of the inventor and the next target - Jindosh.

But the next picture is waiting for you inside this mansion. Moreover, in the room (room) where Jindosh himself lives. It should also be noted that this room is also the inventor’s office. Either way, the painting will be hanging right above his desk, so don't miss it.

After the office, it's time to go downstairs. At the bottom, go forward along the red corridor. Walk forward until you find yourself in a room with a switch. The switch will need to be pressed, as a result of which the room will quickly transform. After this “transformation”, the wall on the right side will change to another wall, on which the desired picture will hang, don’t miss it.

Now it’s time to go after the last painting, but in order to get it, you first have to rescue Sokolov from captivity. Why? The point is that Sokolov is being held in the place where, as it turns out, the last painting in the mansion is also located. Therefore, if you want to get the last painting, free Sokolov.

"Royal Cabinet of Curiosities"

Let's move on. This time your goal is two buildings that are conveniently located opposite the Royal Conservatory. If you're facing them, then you need the building on the right of the two. So when you identify the building you need, climb onto the balcony and inside the apartment you will find the first painting in this location, which depicts the menacing appearance of curator Ashworth.

Now it’s time to go to the Royal Conservatory, where curator Ashworth’s personal office is located. Inside the building, go up the stairs and calmly pick up the painting in the office. And don’t forget that there is a key on the curator’s desk and it’s better to take it with you. For what? The fact is that it will also be useful to you during your next search.

So, leave the office and go to the elevator. Take the elevator down to the lowest floor - straight to the basement. Once in the basement, go straight and turn right at the first opportunity. If you moved correctly, then you will soon come across locked doors. You can open these doors with the aforementioned key. The painting, in turn, will be inside the room immediately behind the bars and also immediately between two shelves. It is better to climb onto the rack that is on the left side, after which you can jump down.

"Dusty Quarter"

I would like to immediately note that in this location you have a great opportunity to get two paintings at once in just one fell swoop! To do this, first go to Paolo's salon and find the way inside his apartment. So that you don’t suffer, I’ll tell you right away - Paolo’s apartment is located on the second floor of the salon. Inside his apartment there will be two paintings at once: the first painting is in the left corner of the room, the second painting is in the right corner. I’ll also note that on the right side of the second picture there is an Alien altar, so you can make your search for the abode of the owner of the apartment easier by simply equipping the heart.

This time, go to the rangers' territory. There, go inside their main building and go up the stairs on the right side. Afterwards, continue to go upstairs, but along the stairs, which are located near the elevator. Once you get to the very top, you will notice cornices - you can walk along them further.

You need to move along the cornices strictly on the right side - it is on this side that the open window is located. So as soon as you come across it, make your way through it and inside. Inside, the painting will be waiting for you in the corner, so it can be seen even with the naked eye.

"Crack in the Universe"

The search for paintings in this part of the game begins in a room where you need to solve a fairly simple problem, which is related to the statues that block the passage. The task, without exaggeration, is simple, so picking up your first painting/portrait will not be difficult.

Now you have to get (or get) into the courtyard where mutant dogs walk peacefully. So, being in this courtyard, you have a beautiful view of the balcony, which you need to climb onto. There’s just one small problem here: in Stilton’s mansion, your skills/abilities don’t work, which means it’s impossible to transfer. To solve the problem, go back in time, equip a pistol with you and then shoot at the supports of the balcony. While the local guards are dealing with the problem, you can safely return back to the present, where you will now find scaffolding (beams) in front of you, thanks to which you can climb up to the balcony.

Once you're at the top, go to the right (a little). This way you will notice a painting that has fallen to the floor. Now she needs to be taken away, and to do this, all that needs to be done is to go back in time and take her away, that’s all.

"Grand Palace"

So, pay close attention now: there is a huge building right next to the spotlight. You should get to the third floor of this building. So in the usual way (using transfer and a balcony) you can get into the next apartment and get the first painting in this location/mission.


Inside the palace, in search of the next painting, you will need to get to the top floor and find a room there, inside of which there will be a rather noticeable object - a piano. So, when you find the piano, there will be a picture hanging on the left side of this musical instrument, so don’t miss it.

And without leaving this building, you have a great opportunity to find the penultimate painting/portrait in the game. The image is on the same floor as the previous painting. You can find it in a room, inside of which there will now be not a piano, but a fireplace.

"Death to the Empress"

And now it's time to find the last picture. Facing the palace, turn left. So you should notice the gazebo. Go to this gazebo, and then jump down from it. The last interesting picture will be located in the distance. It is not so difficult to notice the picture, because it will stand out noticeably with its colors against the overall rather gray palette of this location. Once you have the picture, your search for images will end there.

Blueprints- This is one of the main sources of improvements for the equipment of Corvo and Emily (the second is underground shops, where some improvements can be purchased without previously found drawings). In Dishonored 2, unlike the first part, there are two types of drawings - ordinary (have the usual blue color) and masterpieces (painted yellow). The essence of ordinary drawings has not changed since the time of the first game: we all must first find them, then take them to the store and pay for the improvements made from them there, if, of course, we need them. With masterpieces the situation is somewhat different. Each such drawing contains two improvements, but only one of them can be made.

There are a total of 19 drawings of both types in the game. Most of them are found in a single copy, but there are exceptions. For four drawings - three ordinary and one masterpiece - you will have a second chance to get them if for some reason you did not take advantage of the first one. Finding all the drawings does not award any achievement, but the drawings themselves, or rather, the improvements made from them, will prove to be a significant help in the difficult task of conning down all kinds of mobs. Therefore, you should not neglect them.

MISSION No. 1

Number of drawings: 0

As you understand, our hero is not yet up to improving his equipment. He/she would be able to reach the port without loss and sail into the sunset.

MISSION No. 2

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Number of drawings: 2

1. Descent with distributed ignition– unlocks the purchase of incendiary bolts from underground shops

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Location: safe in Fletcher's office, in the office.

How to get: The office windows overlook the embankment, onto the bloody carcass of a whale. You can only get there through the window. The good news is that the safe is not locked, the bad news is that there is an employee in the same office who will not be happy about your visit and will raise hell soon after he sees you. In addition to the drawing, the safe also contains a figurine of a fish made of bloody amber.

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2 2. Hardening

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Location: caretaker outpost, third floor, governor's office.

How to get: The Overseer Outpost is a red building with banners on Canal Square. You can get to the office on the third floor either by stairs from the first floor, or directly from the street through the balcony. The drawing lies on the governor’s desk - it’s hard not to notice it.

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2
MISSION No. 3

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Number of drawings: 2 + 2

1. Combat sleep dart recipe– Converts sleep darts into instant sleep darts

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Location: safe in the catalogue.

How to get: you can get into the room with catalog cabinets (archives? registry?) from the gallery on the second floor in the foyer of the institute (the installation that powers the light wall is also located there). The note with the code to the safe lies in the same room, on the table opposite the entrance to it (for more details, see the guide on opening safes).

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2 2. Distillation of mercury vapor– unlocks the purchase of stinging bolts from underground shops

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Location: Fifth floor, Hamilton's room, on a workbench.

How to get: first you need to find Hamilton himself, because without his key it is impossible to get into the room. The old man was a little damaged in his mind, and he was placed under lock and key in the clinic department (right wing of the second floor). The door to the clinic department is also locked, and the key to it is in Dr. Hypatia’s office on the fourth floor (this key is a quest key, and it is impossible to get past it). Hamilton's key is kept in the same room where he is kept, in a box behind his back. We take the key and go to the fifth floor of the institute. We neutralize the trap on the approaches to the room, unlock the door and look for a workbench with a vice and other tools - there is a drawing on it.

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2 3. Hardening– turns a regular crossbow bolt into a reinforced one

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Location: third floor, office opposite the elevator, on the table near the typewriter.

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 24. Descent with distributed ignition– unlocks the purchase of incendiary bolts from underground shops

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Location: operating room (or anatomy room?) in the convalescent ward, on the edge of the table closest to the entrance.

How to get: We’ll end up in the operating room in any case, since that’s where Doctor Hypatia is, and we won’t be able to get past this woman. The drawing lies on the same table on which the doctor is right now dissecting a corpse wasp.

MISSION No. 4

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Number of drawings: 4

1. Pyroacoustic coating– Unlocks the purchase of Wailing Bolts from underground shops

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Location: Nizhnyaya Aventa, Aventa station, first floor, ticket office, on the cashier's desk.

How to get: To enter the cash register room, you will need a key. You can get it in an underground store for 250 coins or for free if you decide to rob the store. Finding the bench will not be difficult, because the additional objective marker points to it.

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

2. Polarization of the alloy– turns an ordinary bullet into a magnetic one, capable of briefly disabling sentry soldiers

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Location: Upper Aventa, Serkonos Guard outpost, third floor.

How to get: we enter the building, go to the very top, open the door with the inscription PRIVATE (no outsiders allowed) and find ourselves in a room that resembles a classroom. The drawing lies on the second table from the front door. And I advise you not to make noise - a guardsman is dozing behind the partition in the office.

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2 3. Core cutting shutter– improvement “Armored bullet”: the bullet bounces off hard surfaces, including enemy armor

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Location: Mechanical Mansion, Kirin Jindosh's office on the top tier of his laboratory, in a desk locker.

How to get: first you will need to neutralize Jindosh himself and his sentry soldiers (one or two) walking in the immediate vicinity of the desktop where the drawing is stored. Well, then just open the cabinet door and take its contents for yourself.

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2 4. Conductive fibers– Improvement “Chain of Lightning” for stun mine: enemies near the main target are also shocked

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Location: Mechanical Mansion, office above the waiting room, on the work desk.

How to get: The waiting room - the same one where a couple of rich people (a lady and a gentleman) eagerly await the appearance of Kirin Jindosh - is initially located on the first floor of the mansion. At the entrance to it there is a configuration lever that controls the movement of rooms. Pull it, and the room with the aristocrats will move down (to the basement), and in its place an office with a drawing will appear. The guard dozing nearby will not even snore quieter because of these manipulations with space.

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2
MISSION No. 5

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Number of drawings: 3

1. Customizable knurling– masterpiece improvements for crossbow bolts, allowing you to fire semi-automatically from a crossbow and hit three targets at once with one fissile bolt

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Location: from the merchant from the underground shop at the docks.

How to get: Complete the store owner's task "Help the merchant." There is no other way.

At the very beginning of the mission, go to the underground shop at the docks of the Kyria Gardens - its owner has an errand for you.

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

According to Varsix, this is the name of the merchant; his “friend” recently worked in an office overlooking the Royal Kunstkamera. In general, you should check on that dude - the side quest marker will show the way. You can only get into the “friend’s” office through the entrance, which means you will have to carefully bypass or neutralize one or two guards patrolling the street in the immediate vicinity of the desired house.

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

The office is located on the third floor. When climbing the stairs, try not to run into the traps and trip wires placed there. Surprisingly, there was no one inside, only rats. The side quest marker will lead you to a room with a balcony and a map of the Kunstkamera, where on the table there is a note “Lucky Chance”, as well as an amulet and a drawing of an unusual yellow color “Reverberation Pipe” (of course, take it, but this is not the drawing that will give merchant for fulfilling his request). The note must be read, because it will update the task and provide you with a new goal - to get the old prototype of Roseburrow, stored in the Royal Kunstkamera. By the way, when leaving the office, do not forget to take the mounting device with you - it is on a bale near the table. Soon it will be very, very useful.

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

I advise you to start looking for a prototype after Brianna Ashworth is cut off from the Abyss, so that the witches and their grave dogs do not create unnecessary trouble. This item is displayed in a special display case on the second floor of the Kunstkamera.

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

The prototype is protected by an alarm, and it would be a good idea to turn it off. To do this, you need to get into the security room behind the display case. The door there, of course, is locked, but there is a hole above it. We will use it.

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Well, then everything is simple. We stick the mounting device (I hope you have it with you) into the security panel and take the prototype. The key to the locked door remained hanging on the dead guard's belt. You can take that too.

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

OK, the job is done. Now you just need to deliver the prototype to the merchant and receive a reward for it. After talking with the quest giver, he will put the drawing on the counter, and two silver bars (150 coins) in addition - don’t forget to pick them up.

2. Reverberation pipe– masterpiece improvements for moaning bolts: blinding and causing flight of witches (Bolt of Ancient Moan) and wolfhounds (Bolt of Deep Moan)

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Location: house opposite the Kunstkamera (far right), third floor, office of a “friend” of a merchant from an underground shop, room with a balcony and a map of the Kunstkamera, on the table.

How to get: we will get to the desired apartment during the completion of a side quest given by a merchant from an underground shop (see above). The optional quest marker will indicate the path.

3. Sensitive shell– improvement for “Contact grenade” grenades: the grenade explodes on contact with the target

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Location: Kunstkamera, first floor, workshop with non-working discharge pillars, on a workbench.

How to get: on the first floor of the Kunstkamera, to the right of the elevator (if you stand facing it) there is a door. Actually, this is the entrance to the workshop. By the way, until Brianna Ashworth is neutralized, the space in front of the elevator on the first floor is guarded by a couple of grave dogs. And there are witches walking around somewhere nearby.

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2
MISSION No. 6

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Number of drawings: 2 + 1

1. Conductive fibers– Improvement “Chain of Lightning” for stun mine: enemies near the main target are also shocked

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Location: the very beginning of the mission, a house with a windmill powering a light wall, on the roof, under a workbench with a vice.

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 22. Secondary winding– “Double trigger” improvement for spring mines: each spring mine triggers twice

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Location: Witch's Hand saloon, basement.

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2 3. Spiked grenade shell– unlocks the purchase of sticky grenades in underground shops, which stick to any surface, including enemies

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Location: Witch's Hand saloon, second floor, metal box in front of the entrance to Paolo's bedroom, turned into a bar counter.

How to get: There are glasses and bottles on the box, so be careful when opening it.

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2
MISSION No. 7

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Number of drawings: 1

1. Powder chamber hinge

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Location: past, Stilton Mansion, first floor, vault, in safe.

How to get: along the dining room, under the gallery of the second floor, there is a corridor ending with the entrance to the storage room - a kind of safe room. In the past, the door to it is closed, but in any version of the present it is wide open, so we will penetrate there in the present. Once inside, we move into the past, find the safe, open it (the door is not locked) and take the drawing, as well as other loot.

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Original present

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Alternate present

MISSION No. 8

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Number of drawings: 3 + 1

1. Powder chamber hinge– masterpiece improvements for the “Purposeful Traveler” pistol (the eyepiece gives perfect aiming with the pistol even when firing in bursts) and “Killer Pistol” (all bullets scatter into fragments; the effective range is reduced, but the damage dealt is higher)

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Location: Palace quarter, resting place for the guards near the light wall, on a lounger near the pistol.
Guide to finding blueprints in Dishonored 2

Location: Palace quarter, house near the light wall, apartment on the third floor, in the office on a metal box.

How to get: The drawing is in the apartment of the director of the Winslow Safes company. This is the same apartment that allows you to penetrate the light wall without turning it off.

The house where Mr. Director lives is directly adjacent to the wall separating the Palace Quarter from the embankment, which overlooks the Grand Palace. You can get to the desired apartment only by climbing the stairs from the first floor, and the entrance is located very close to the light wall.

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

However, the difficulties do not end there, since the door to the apartment is locked, and the key to it is in the safe store, in the cash register drawer.

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

If you don’t have the key with you, but at one time you did not refuse the Alien’s gift, then now is the time to use Move-in for Corvo or improved Light shadow for Emily. The fact is that next to the entrance to the apartment there is a technical hole, which I suggest using. It’s quite convenient for the rats to move in to hang out nearby.

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

There are also rodents scurrying around inside, therefore, even without a key, players playing as Corvo can theoretically return back to the city. However, while I was cleaning out my apartment, the rats all disappeared somewhere, leaving my Lord Protector alone in a locked room. Bug???

3. Blade conversion– masterpiece improvements for the sword “Adjustable Wrench” (the blade deals damage to sentry soldiers) and “Kiss of the Sacrament” (the blade deals more damage to enemies using magic)

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Location: Grand Palace, third floor, Duke's office, chest of drawers between bookcases, in the right cabinet.

How to get: The easiest way to get to Mr. Duke's office is by stairs. You will be lucky if in your game the real Luka Abele spawns there - it is enough to neutralize only him, and you can indulge in loot collection with peace of mind. It's worse if he spawns somewhere else. In this case, in his office, in addition to the maid and the guard, there will also be a sentry soldier pacing. Guide to finding blueprints in Dishonored 2: 2

1. Two-layer Galvani impregnation– masterpiece improvements for the hero’s clothing “Collectible Shell” (reduces damage taken) and “Moth-eaten Windings” (you are less visible in bright light)

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Location: “Fallen House”, workshop between the wardroom and Sokolov’s cabin, on the table.

2. Anti-explosive inversion– masterpiece improvements for grenades “Explosive” (the explosion radius of grenades is increased) and “Cautious Strike” (grenades make less noise)

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

Location: streets of Dunwall, Dr. Galvani's apartment, in the laboratory on the table.

How to get: I think you remember where Galvani’s home is located - not far from the palace gates, literally a stone’s throw from the city guard’s booth. Galvani lived here

Guide to finding blueprints in Dishonored 2


Guide to finding blueprints in Dishonored 2

If earlier, in the first chapter, you robbed Galvani, now the entrance to his apartment will be protected by traps, so when opening the doors, do not stand directly in front of them. If in the first chapter you did not rob the doctor, then now the doors to his home will be locked. However, nothing prevents you from simply blasting them with a pistol.

Congratulations, your weapons, bullets, crossbow bolts, mines and other ammunition are fully pumped. As a future winner, you enter the territory of the Dunwall Tower, and let those witches who dare to stand in your way pay harshly. Even Delilah herself will be in trouble, because your hero has nothing to lose, and therefore he will fight to the last.

are important items for Emily and Corvo, because thanks to them it becomes possible to improve weapons and devices. Drawings can be bought on the black market, or can be found in the world. Below we'll take a closer look at where to find all the blueprints and copies of Dishonored 2.

Drawings may or may not be random. Just like the codes for safes. That is why we will only tell you about the locations of the drawings, but not about which one and where it is located. It is important to know: that one drawing in any mission, if missed by the player, can appear in another mission in a strictly defined place - a reserve one. If all the blueprints in the mission have been collected, then the backup point will be empty.

We have marked for you all the backup points for copies of the drawings. If you need screenshots, let us know and we will add them.

Where to find all blueprints and copies of Dishonored 2

Mission 2 At the End of the World

Drawing No. 1. At the pier, go to. Turn around and climb up to the balcony of the building on the right. There is a drawing inside the safe. There is no code required for the safe.

Drawing No. 2. On the desk in the electric gate supervisor's building. There, . This drawing has a backup copy in the Good Doctor mission .

Mission 3 Good Doctor

Drawing No. 3. In the safe on the second floor. .

Drawing No. 4. On the table next to Doctor Hypatia, you get to her through the story.

Drawing No. 5. 4th floor, Hamilton's office. The key to the office is located next to Hamilton himself, to which the plot beacon will lead you. This is the 2nd floor, from the elevator to the left, a little straight ahead and left again. Hamilton is sitting on a chair, the key is in a box on the table.

Mission 2 Backup Drawing #2 located on the table near the elevator on the third floor.

Mission 4 Mechanical Mansion

Drawing No. 6. On the black market () buy the key to the ticket office. Go through the electric gate, and in the far left corner there will be this same ticket office. Enter, and on the table you will find what you are looking for.

Drawing No. 7. Arriving in Upper Avent (the second part of the mission), pay attention to the building to the right of the stop and map. This is the office building, it is marked on the map in the game with the number “3”. Go up the stairs to the third floor, turn left and in the room at the end of the corridor you will find what you are looking for on the table.

Drawing No. 8. In Jindosh's office, on the upper tier of his laboratory, in the same place as. Look into the drawers of the table from the outside. The backup copy will be in the Royal Cabinet of Curiosities mission.

Drawing No. 9. When you reach a large hall with waterfalls, a harp and a piano, you will see an elevator between the waterfalls. Move into the right corridor (the elevator is in front of you), then right again to the room Assessment Chamber. Use the lever to change the guest room to an office and take the drawing. The backup copy will be in the Dusty Area mission.

Mission 5 Royal Cabinet of Curiosities

Drawing No. 10. As a reward for helping a Black Market merchant. Bring him the Roseburrow Prototype at the end and receive the drawing.

Drawing No. 11. If you decide to help the Black Market merchant, you will have to go to the house of his friend. In the apartment, on the table, next to the note and amulet, there will be a drawing. It is from this apartment that it is convenient to enter the cabinet of curiosities on the second floor.

Drawing No. 12. First floor of the Kunstkamera. In the library on the right side there is a door among the bookcases. There will be a drawing inside on the table.

Backup drawing No. 8 of the Mechanical Mansion mission in Ashworth's office on the table.

Mission 6 Dusty Area

Drawing No. 13. At the beginning of the mission, in front of the electric gate, go to the red building on the left, where there are mannequins in the display cases. Go up to the roof of the building and there will be a drawing on the table with a vice.

Drawing No. 14. Second floor of Paolo's Saloon. The entrance is on the left. Climb the stairs to the second floor and go straight along the corridor and to the left. In the room in an iron box there will be what you are looking for.

Backup blueprint for the Mechanical Mansion mission. Paolo's Saloon. Once in front of the sign, go right until you reach the music room with the harp. There is a staircase down here on the right. Go down, and behind the corpse on the far table there is a drawing.

Mission 7 Crack in the Universe

Drawing No. 15. In the safe in the storage room behind the dining room, where . We will need to go back in time. Backup in the Grand Palace mission.

Mission 8 Grand Palace

Drawing No. 16. Once you reach the tree, the electric gate and the spotlight, head to the Winslow Safe Shop. Take the apartment key from the cash register. Go to the building to the left of the electric gate (on the other side). Go up to the third floor. There's more here. This is the room you need. You can also penetrate by possessing a rat, because there is a hole next to the door. There is a drawing on the table in the apartment.

Drawing No. 17. The third floor of the palace, the Duke's hall, where the clockwork soldier still walks, exists and. The drawing is in the nightstand between the bookcases.

Drawing No. 18. From the dining room, go left and through the far right door. Go down the stairs and go into a small room. There is a button here in the closet against the wall. Click and you will be taken to a secret room. There will be a drawing on the table.

Backup drawing No. 15 of the mission Crack in the Universe. At the electric gate. On the right there is a small counter under an awning (against the wall). Drawing on the table.

Mission 9 Death to the Empress

Drawing No. 19. In the first part of the mission, just before the bridge that leads to Dunwall Tower, pay attention to the building on the right. Before the bridge, slightly to the right, there is a staircase leading to the entrance to the building on the right. At the beginning of the game in the first mission was here and . Enter the building, go into the left room, and there will be a drawing on the table.

You are Emily Kaldwin, ruler of the Island Empire, and you have many enemies. Your father is Corvo Attano, the notorious protector of the crown and head of the secret service. In the years since your coronation, Corvo has devoted considerable time to teaching you the arts of combat and stealth.

After loading, move forward and take the stairs on the left. Run while holding down the Shift key. Go down, bend down to C and move on. Jump over the obstacle using the Spacebar. Run up and press C to slide under the lowering gate in a tackle.

Emily Kaldwin and Corvo Attano.


Next, you will need to jump over the obstacle with a running start and make a tackle under another goal. Swim across the water and jump across rooftops to complete the first stage of the tutorial.

After this, you will become familiar with the stealth mode. Press the C key and sneak up behind Corvo. Press and hold CTRL to disable the father. Next time, sneak up on Corvo and steal the key from him by pressing F. In the same manner, get to the door, unlock the key and open it.

Take the crossbow and arrows. Shoot the targets (bottles) and then the screw joint. Go through the door at the end of the room to complete the shooting tutorial.

Next will be a blade fighting lesson. Attack Corvo three times by clicking the left mouse button. Place a block while holding CTRL and reflect three enemy attacks. Next, you will need to block three times at the moment the enemy strikes in order to knock him off balance. After placing a block to knock the enemy off balance, immediately run up to him and hold CTRL again. This is how you begin to strangle your opponent...

MISSION 1. A LONG DAY IN DUNWALL

In the first mission you can find:

– Pictures – 2.

Today marks the 15th anniversary of the assassination of Empress Jessamine Kaldwin. Guests from all over the Isle Empire arrived at the Tower of Dunwall for the occasion.

Start of the quest "Long Day in Dunwall".


Watch the introductory video. At the end of it, you have to choose who to play the game as - Corvo Attano or his daughter, Emily Kaldwin. In our walkthrough we will use Emily, who is well trained in secretive movement.

First you will need to get out of the Dunwall Tower. On the table in the office where Emily ended up, there is a letter from Councilor Helmswater (finds) and the ceremony of launching the ship (finds). Under the table, from the floor, pick up a plan for the eve of the month of songs (finds). The letter from the Tyvian Trade Mission (finds) is on a small table near where you spawn, opposite the door.

Now get out through the window in the middle of the room (not the one next to the desk). Walk along the parapet to the right, to the pipe. Climb into the royal chambers through another window and approach the wounded captain Alexi Mayhew. In the sideboards and chests of drawers you can find two light wallets. Pick up a request for an audience (finds) near Alexi's corpse.

Go forward along the corridor to the bathroom to find a machine with the first audiograph - “Hard Times”. Go back, closer to Alexi's corpse, go through the door on the left and stun or kill the enemy. To do this, sneak up on him unnoticed by first pressing C. Click on the left mouse button to kill the traitor, or hold CTRL to stun him.

On the stand by the railing there is a book - “Records of ranks and posts - addition. Defender of the Crown" (histories). Around the corner there is a cabinet with a table clock on it. You can turn them on to attract the enemy's attention and disable or kill him silently.

Go down and under the stairs, find a newspaper on the table - “The Royal Assassin Strikes Again!” (finds). Go to the throne room and wait for Ramsay to go to the treasury. Hide so that he passes by you. Stun him in the next room if all previous enemies have been neutralized. You will receive the Imperial Signet Ring (items).

The imperial ring taken from Ramsay.


If you wish, you can neutralize two enemies in the throne room. Pick up Ramsay's body and go upstairs. Open the treasury, bring the body into it and close the door. A special action is counted - “Ramsay's Wealth”. Go down the steps and take Sokolov's healing potion from the table on the left. On the same table read “Amulets. An excerpt from a book about seafaring traditions and bone carving" (history) and "The Royal Assassin Strikes Again!" (finds). You could have found the last item earlier.

Take the eyepiece and revolver from the box on the right. There are also pistol cartridges on the table. Read another entry lying on the sofa opposite the table - “Corvo Attano, Defender of the Crown in our time. Part 02" (stories). Approach the stairs you came down here. To the left of it there is a small cabinet with a table lamp. There is another book on the cabinet - “Barnoli Mulani. “Whisper of the Abyss” (stories). On the floor nearby lies another part - “Barnoli Mulani. “Whisper of the Abyss” (stories). In the cabinet on the left with some equipment there is a box of pistol cartridges.

Look into the small room nearby, where on the sideboard lies “Corvo Attano, Defender of the Crown in Our Time.” Part 01" (stories). On the bed on the right there is a letter from Wiman (finds). There are two safes in the next room. They are open. Inside one of them you can find a gold bar. By collecting it, you will unlock a special action - “Imperial Coin”. Leave the building through the indicated door.

Outside, immediately pick up the “Textbook on Ancient History” from the shelf on the left side. Chapter 12: Whaling" (histories). Go into the corridor and see the first picture - “Custis, Morgan and the Child of the Postulates.” Go a little further and in the same corridor, on the chairs on the left, find two books - “The Tower of Dunwall. An excerpt from a work on the history of the Tower of Dunwall" (history) and "Empress Jessamyn Kaldwin. An excerpt from a book about the late empress" (history).

Go down the rooftops. There is only one path here and it will lead you to the first goal below. Jump down and press the left mouse button or CTRL to kill or disable the enemy, respectively. Go down even lower to the metal observation point. There will be several guards nearby who already know about Emily's escape. There is a hatch on the roof. Jump through it into the cabin and take the “Be Prepared” note (finds) from the table.

Get rid of the guard standing at the steps when the other two leave. Deal with them too. It is advisable to stun the furthest one first. Face your target. On the left side there is a metal cabin with a hatch. A little further on the left side you can find a rental about the search for a killer (WANTED). To the left of it there is a thin door that is open. Go through it into the room and neutralize the enemy in the room on the left. Your first safe will be here. The code for the safe is located behind the second picture in the game - "Lady Boyle's Minimization Argument". Inside the safe are two silver bars and pistol bullets. The special action counted is “Dr. Galvani’s Safe.”

On the table in the same room, find “The Diary of Doctor Galvani. Second Day, Earth Month, 1852" (histories). In the drawer in the next room there is Sokolov's healing potion. Go outside, return to the metal booth. Turn in the other direction from it, where one of the enemies was walking along the steps. There will be a metal door on the right. Open it and neutralize one enemy. On the table to the right of the entrance there is a note - “orders of Captain Ramsay” (finds). Continue down the street. It will be necessary to neutralize 5-6 opponents. In the guardhouse on the right there will be a newspaper “The Royal Assassin Strikes Again!” A little further there is a turn to the right, where a mustachioed man sits on the steps. There will be a map of the “Tower District” hanging on the wall on the left.

Go out onto the main street and look for an arched passage on the other side. Go there. There will be a man on the steps to the left. Enter the building on the right and go up to the top floor, where you will need to neutralize two enemies. On one of the tables with typewriters, find the “Note from the Editor-in-Chief” (discoveries). On the far left table, under the shelf, there is another newspaper - “Misfortunes Befall Dunwall” (discoveries).

Talk to the journalist. You will earn a special action - “Freedom of the Press”.

Go back to the alley where the map hung on the wall. Turn the corner and go up the stairs. Enter the building and on the second floor go to the stairs leading down. Next to the window, still on the second floor, there is a table with a Letter to Laura” (discoveries). Go downstairs and go into the room outside the cash register windows. Kill the two enemies and examine Boyle's body. On a box nearby, look for “The Case of Ichabod Boyle – Witness Statement” (discoveries).

MISSION 2. AT THE END OF THE WORLD

Strange visit

Something is wrong here. Try to understand what is happening.

Go to the door and try to open it. Turn around and see a hole in the ship. Follow the Floating Islands until you meet the Alien. Talk to him and decide whether you will play with the skills (Accept Alien Mark) or without them.

Our choice: skills. To move to the other side, use the right mouse button to pull. Hold it and aim, then release it to fly over. Navigate through locations using the skill, and then take the heart. Follow the mark on the map. You will need to climb up a little.

Runes No. 1 and No. 2. Take the first runes from the Alien altar - one and the other.

Ship "Fallen House"

Meet with Megan Foster, discuss your plan of action, and then take the boat to Karnaca.

After the cutscene, go to the table in the cabin and pick up Emily's letter (found). From the door on the left, remove the crossbow and the note “Limited funds” (found).

Go outside and turn right. Ahead, on the table, there is another note - “To-Do List” (finds). Climb the steps on the right to the very top and on the cabinet near the bed find the book “Accounting of the Fallen House” (history).

Megan Foster, Captain of the Fallen House.


Return to the place where you found the note with the to-do list. There is a small door to the storage room nearby, try to open it. You will have an optional task: The door is locked from the inside, and you need a way to unlock it. To do this, go out onto the deck by going up one tier of stairs. You need to exit from the side on which the pantry is located. Jump lower to climb inside the room through the porthole window. Here you will find several useful items, including "Memories of the Journey to Pandussia" (stories). Use your sword to break the wooden beam on the door that was making it impossible to open it.

Go towards the main marker, but don't go outside. Go down the steps on the left. Turn left and in the corner, on the dashboard in the corner, look for the note “Repairing the auxiliary engine” (found).

Go through the door to Captain Megan Foster. Don't rush to talk to her. On the table on the right, find Emora Klipswitch’s book “The Gift of Shindeyri. Research" (stories). Walk a little further than Megan and look to the right. On the chair lies the book “The Blood of the House of Abele. Chapter Four" (stories). Go to the far room, open another door and find yourself in another room. On the table on the right, find “Memories of a Journey to Pandussia” (stories).

A little to the left are Sokolov’s notes “Study of cadaveric wasps” (finds). Using an audiograph, listen to the next audiogram - “The Kidnapping of Anton Sokolov.” Take “Anton Sokolov’s Notes on the Investigation” (stories) from the bed. Exit to the deck through any door that is on the stairs leading upstairs (you have already gone up there). In the bow, on the boxes, there will be a book “Memories of a Journey to Pandussia” (stories).

By the way, in the second mission you can find:

– Runes – 10.

– Alien Altars – 2.

– Amulets – 6.

– Drawings – 2.

– Paintings – 4.

Talk to Megan Foster to learn more about Anton Sokolov. All the evidence leads to the Addermere Institute. You need to get on the boat, but first...

Rune No. 3. Go to the boat and jump into the water to the right of it. You can first take out the heart to see the exact location of the rune in the water. Swim to the very bottom to find another rune there.

On the edge of the world

Find Addermere Station and ride the carriage to the Addermere Institute. This is where the tracks of the Royal Assassin lead.

Rune No. 4. After arriving, move to the left along the shore until you see a huge shark. You must get a new rune from her mouth.

Picture No. 1. Return to the pier. Opposite where you docked the boat, there is a wooden stand with a map of the shipyard. Take her. Look up from this stand to see a huge poster of Delilah above the open balcony. You need to get to the balcony using teleportation to find the first portrait “Isometric of High Overseer Campbell” inside the room. To jump onto the balcony, you need to climb to the canopy below, then to the metal device on the right, and then to the balcony itself. Do everything using the Attraction skill.

In the same apartment, on the cabinet is the “Diary of a Witch” (stories).

Drawing No. 1. Look around several neighboring buildings. You can get to the second floor of one of them using an open balcony. Go there and find the safe. You won't have to hack it, but inside there will be a drawing and a figurine of a whale. On the table you can find a letter from Rebecca Fletcher (found).

Move to the very end of the street (to the left along the shore) until you see the passage to the basement. This is an underground shop. If you want to complete a side quest, then on the upper tier of the “underground shop”, look through the window at the street where Mindy Blanchard is sitting. Climb out through the window and talk to her. She is the leader of the bandits. You will have to steal the corpse of the sorcerer from the caretaker's building.

Follow the upper floors of the house to find a display case with bars. This is the “Black Market”. Talk to the merchant about everything. If you suddenly attack someone, the merchant will hide, and you will subsequently not be able to buy back all the necessary goods. We continue the passage of Dishonored 2 on the site website

An underground shop of a merchant on the Black Market.


Rune No. 5. You can buy all these items from a merchant on the Black Market for 400 gold.

Purchase a scroll from a merchant on the Black Market, which indicates the location of the sunken contraband (Search for Sunken Supplies). The cost of the scroll is 250 gold. To find this contraband, you will have to leave the building and face the sea. Huge metal beams stick out from the water, along which the rails run. There is a buoy near the first of them. This is where the sunken boat is located. Swim to the depths and take various ammunition from the box. Beware of the fish swimming here.

Go back to the entrance to the underground shop. Follow the right towards the narrow passage between the houses. Now you can either go up the steps to the building with the infected, on which hangs a white sign with a bloody inscription, or follow further along the narrow passage leading to the light wall.

First, go up the steps on the left and jump onto the fence on the left. In the house ahead on the right there is an open window. You should see a corpse lying on the windowsill. Search to find the note “Cleaning up corpse wasp nests” (finds). Climb inside the house through the same window and start destroying the hives of those same insects so that they do not constantly appear. Use either a knife or bottles of alcohol (just pick them up and throw them into the hive, and they will automatically light up). Pick up “Serkon Folk Songs” (stories) near the place where the hive was.

Amulet No. 1. Inside the building, go upstairs. Go to the second floor, and in the place where one of the hives will be, find the first amulet called “Hot Cocktail”.

Five amulets can be used at the same time. Hot Cocktail increases the damage radius of an exploding bottle.

Eventually, you will find yourself on a balcony leading to another area (you will need to break the boards on the door).

Achievement "Fight the Black Market". Rob the black market. To do this, you will need to carefully search that same infected building to find the key that unlocks the back door on the Black Market. To do this, in the room where the piano will be (on the top floor), next to it, find a door barricaded by a closet. There will be a small hole at the top of the cabinet. Get there. From the corpse on the left you can pick up a letter to neighbors (finds). Climb up, destroy one hive and the nest guard. In the room ahead there is an aquarium with the last hive. Inside the aquarium is the key you need. Take it.

Having done this, return to the underground shop. Follow to where Mindy Blanchard was, on the couch. Open the door located here, carefully sneak up to the Black Market merchant and neutralize him. So you can pick up absolutely all items for free, including that very rune.

If you decide not to go through the infected building, you must encounter a light wall. At the fork you will see two enemies that you need to deal with. The path further will be blocked by a wall of light, upon passing through which the main character burns alive. Therefore, you will have to turn off the wall.

Achievement "Execution Cancelled". Don't let the guard push the man into the light wall. You will have to act quickly. You will see how the guards are about to throw one of the workers onto the wall of light. Put your opponents to sleep using darts. This is how you save the poor guy!

Go to the wall and find a red cable. Keep track of which way it goes. Climb up on the right side and you will see a windmill. Use teleportation to get to the platform above (on the windmill). Pull the lever to turn off the device. The wall of light has been neutralized!

Look around the disconnected device and see an open balcony. Climb there and neutralize the caretaker, who is looking for something on the shelf with books. Search it to find a secret letter to Brother Harold (discoveries).

Amulet No. 2, runes No. 6 and No. 7, picture No. 2. In the room on the side there is an Alien altar. Here you will find the painting “Alien in Conditioned Dreams”, two runes. You will also see a message from the Alien. Near the place where the caretaker was (near the bookcase), look for a gap in the floor on the left. Inside you will find the “Spiritual Wealth” amulet. Randomly, the Mana Elixir will restore all mana.

Here at the top you can find a letter from Mindy (finds).

Return to the disabled wall of light.

Channel

Pay attention to the wall located on the left side. There's a map hanging here. Examine it to save it in your journal if you haven't done so before. Go down into the water in the channel on the right and move to its far end, to the left. There will be a grate here, behind which a rune is visible.

Rune No. 8. You won't be able to get to the rune. Pick up the crossbow and shoot at the piece of wood from below. This will break the board, which will clear the drain. Water will flow, due to which the rune itself will move from behind the grate.

There are several enemies on the other side of the canal. One of them is located on the second floor balcony of the building there. This building is accessible by steps. Do so. Enter the building through the main door, opposite these steps.

Rune No. 9, amulet No. 3. Go outside. You will hear one of the two enemies telling some stories to the villagers. You need to distract them both, but first go up to the balcony and neutralize the enemy from above. Jump down, take the rune and amulet from the wooden table, and then leave this place in any convenient way (teleportation). The amulet is called "Restless Target". In rare cases, enemies will drop grenades or other debris at their feet.

Overseer Outpost (Karnaca Enclave)

Go to the right building to find yourself on the first floor. That building on whose balcony there was an enemy.

Drawing No. 2. Go up to the third floor, since everything on the second floor is closed. Deal with three opponents. It is best to go through the white door and neutralize the enemy at the table with a sleep dart. Afterwards you can deal with the second opponent, located at another table. The third enemy is in the next room - kneeling and praying. On the table where one of the caretakers was sitting, find the Tempering blueprint.

In the far room you will find safe, which is locked with a password. The code to the safe must be found in a note lying on the table next to which one of the enemies was standing. The note is called “Prohibitions that will keep you.” The note lists three prohibitions (randomly). To the right of the safe, on the bench there is the book “Seven Bans”. Compare the prohibitions indicated in the note with their ordinal values ​​in the book. You will receive a three-digit code. It will be different in each playthrough.

Rune No. 10. Inside the safe you can find the last rune for the current level.

Picture No. 3. Search the third floor to find another painting. It's called Viceroy Predicate Logic. There is a picture hanging on the wall of a room with a table at which the caretaker sat and on which there was a drawing.

On the fourth floor you will find two caretakers who need to be eliminated. Search both caretakers and one of them will find the key to the interrogation room.

Amulet No. 4. Go to the interrogation room and on the left side you will see a corpse that you will need for that same Mindy side quest. Leave the corpse for now, but take the amulet lying on the table. It's called "Witch Skin". The damage you receive will not consume your health, but your mana. In this case, mana will not be restored. As soon as the mana runs out, the damage will take away health points.

Amulet No. 5. Get onto the roof of the house and you will see two other enemies. Having dealt with them, jump onto the roof of the neighboring building and go towards the sea. On the last house you will see the corpse of a man, next to which there will be an amulet. Kill the wasps first. The amulet is called “Feast in the Ditch”. After Emily eats a white rat, her mana will be restored.

Go back to the interrogation room and take the sorcerer's corpse. The body will need to be taken to the basement under the dentist's office. Just go downstairs and exit the building. Walk along it to the right. On the right side is a bet marker made of a dotted line. You will see a descent into the basement. Go there and throw the body into the hole as Mindy asks.

Mindy Blanchard.


Achievement "Pathological Thief". Steal the corpse for Mindy Blanchard. The above describes how to complete this task.

Addermere Station

Achievement "Song of Serkonos". Find and listen to three musical duos in Karnak. Exit the basement and you will see two musicians ahead. Listen to their performance until the very end.

Amulet No. 6. Go inside the store and stun the owner with the broom. Go around the stairs ahead and under it you will find a large round safe. Need a password. Look at the cash register nearby, located on the right side of the store entrance. You will find the password. Use it to open the safe and take various items, including the amulet. It's called "Deadly Rise". Using it, you restore your health after a fall much faster.

Picture No. 4. Look into the back room of the safe store (back part) and proceed to the upper tier. Examine the white door that leads to Hypatia's apartment. You will find the key to this apartment only in the next chapter, but you can still get into it.

Nearby there is a door leading to the street. Exit and jump down through the fence on the right onto the metal roof. Climb up to the ledge ahead. There is a pipe installed along the wall on the right. Climb the pipe onto the balcony and enter Hypatia's apartment. Take the painting “Projective Contemplation of Hypatia” hanging on the wall.

You can go to the balcony and move to the roof of the train station. There will be three opponents at the top. If you move down the slope, no one will detect you. Use teleportation to be on the roof above the crew. Look down, use a dart to put the enemy to sleep and jump into the carriage standing on the rails. So you will go towards the institute.

MISSION 3. THE GOOD DOCTOR

Eliminate the Royal Assassin - the one who killed your enemies in order to compromise you. And find your old ally, Anton Sokolov, who was last seen at the Addermere Institute. Alexandria Hypatia, who heads the institute, will probably be able to tell you something.

In the third mission you can find:

– Runes – 6.

– Alien Altars – 1.

– Amulets – 5.

– Drawings – 2.

– Pictures – 3.

Addermere Institute

Amulet No. 1. When you find yourself at the institute station, leave the carriage and look to the right. Find the broken railing and jump over it onto the pipe. Go down to the rocks and go right so that you are under the carriage. Find the amulet lying in the boat and move back using teleportation. The amulet is called "Temporary Cunning". Enemy grenades will explode a little slower.

To get to the top, go left and climb the stones like steps. Ahead you will face three opponents. Wait for two of them to go in different directions. In this case, a third enemy will remain. Deal with each one before others see.

Lobby

Amulet No. 2. As you enter the building, you should notice bags of belongings. On the shelf ahead is a new amulet called “Spiritual Reserve”. Mana regenerates a little faster.

Move to the left, otherwise the enemy will see you. Deal with him and neutralize the other enemy who is sitting at the table. The further path is blocked by a wall of light. To disable this wall, you will have to use teleportation and move to the right side of the second floor. Remove the desired tank.

Map of the Addermere Institute.


Picture No. 1. On the right side of the light wall you will find the first painting of the level - “The Judgment of Duke Abele”.

Opponents are waiting for you ahead. When you get close to the elevator, be sure to examine the stand on which the map of this location is located.

On the left side of the first tier there is a kitchen and a restaurant. In the hall you will find four opponents. There are two more opponents in the kitchen. Dealing with everyone one by one will be difficult, and even impossible. Use sleep darts

Rune No. 1. The first rune can be found on the column, in a hanging plate located in the hall, next to the table in the center. It's to the left of the elevator.

There are kennels located in the information desk to the right of the elevator. You can break the glass so that the dogs gnaw off all the opponents who come running when the guards scream in the corridor. Otherwise, sneak past the enemy near the glass, because if he is put to sleep, he may fall on this glass and break it.

Second floor

Go back to the lobby. Use teleportation to find yourself on the second tier on the right, as you did to turn off the light wall. Move to the door on the far side, open it and follow to the end of the corridor. In the room on the left you will see a dead body. This is another victim of the Royal Assassin.

Drawing No. 1. Not far from the headless body there is a safe that requires a code to open. Turn around and go to the opposite wall. On the table to the left of her, under the window, there is a note with the code to the safe. Inside the safe you will find a recipe for a combat sleep dart.

Follow the elevator and go up the stairs to the second tier. There are two opponents here. In the far part you can find a locked door. By breaking it, you can profit from gold. It is not yet possible to open the door on the left side of the elevator - you need Hypatia's key.

Third floor

Move to the third tier. On the landing you will meet two enemies. On the right side of the elevator there is an eastern terrace (EAST TERRACE sign). Follow through the door. Look to the right and you will see an enemy that can be neutralized. You can ignore the three enemies in the far part.

Fourth floor

On the fourth floor there will be two opponents - one is sitting at a table, and the other is standing near it. Make your way past them to get to Hypatia's office. Take various notes, an audiogram and Hypatia's key lying on the right table.

Exit to the floor and go through the door marked PRIVATE ROOM. You will find yourself on the roof. Find the entrance to the building on the roof and...

Runes No. 2, No. 3, Alien altar No. 1. In the central building on the roof there will be an Alien altar with two runes.

Attic

Rune No. 4. So, when you go out through the door on the fourth floor onto the roof, you can see a pipe on the left with holes from which steam comes out. Using teleportation, climb to the roof of the central building where you found the altar. Look at the building you came from to see a circular hole. Using teleportation, move to the attic and take the rune from the table on the left.

Note that there is a red button in the attic. Get out through the window and teleport to the next roof.

Amulet No. 3. You need to get to the roof of the building where the attic is located. To do this, you need to climb to the top of the nearest four pipes of the adjacent building. From here, teleport to the roof of the desired building and find the “Lucky Misfire” amulet in the nest. The chance of enemy pistols misfiring increases.

Achievement "Bold Leap". Jump from Addermire's highest point, killing an enemy in the fall. Find the enemy located on the pier next to the sea, to the side. Jump down right on top of him and kill the enemy.

How to get to the lost and found department?

Go down, go to the fourth floor, inside. Call the elevator and enter it. Look around to find that the "-1" (basement) button is no longer here. The floor of the first floor is boarded up, so you have to drop the elevator to get to the bottom. But first you need to neutralize all opponents so that they don’t come running to the noise.

While in the elevator, climb out through the hatch onto its roof and press the red button (on the elevator itself). This will lift you to the highest position. Get out into the attic and look at the elevator. Using a knife, cut the two cables so that the elevator falls down. Climb into the mine and jump on the boxes on the walls to go down to the very bottom, into the basement.

Rune No. 5, picture No. 2. Search the basement, take the rune and the painting “Anton Sokolov in subtractive color.”

To leave this place, take the collapsed elevator and click on the button on the right side of the first floor. This will open the door to the first tier.

Hamilton Rescue

So, a few minutes ago you received Hypatia's key. Follow to the second floor and open the locked door. Take out the two enemies before they kill Hamilton. Chat with a man. The hostage is in the room on the left. And to get Hamilton's key, search the box behind him.

Joe Hamilton.


Drawing No. 3. Follow upstairs, go up the stairs above the fourth tier and open the locked door where there was a trap. Take various items, including the drawing “Distillation of mercury vapor”.

Search for Hypatia

Rune No. 6. With Hypatia's key, proceed to the third tier and open the door on the right side. The room is filled with corpse wasps. Deal with the hives and pick up the rune at the beginning.

Amulet No. 4. In the same wing in the center there is a blocked room. To the left are three sunbathing booths. One of them is open and leads to the same room. Make your way there and pick up the Spirituality amulet, which increases the amount of mana restored by elixirs.

Using the far door along the corridor, you will find yourself in a high hall. At the bottom there is a laboratory where you can find Hypatia herself. Come down and chat.

Amulet No. 5, picture No. 3. Walk past the woman and in the room on the left find the hanging painting “I respect her, inside and out.” Also take the “Zephyr” amulet from the table located here. The amulet increases the damage you take, but increases your walking and running speed.

Follow to the opposite side of the hall to see a barely alive Doctor Vasco lying on the couch. Find out that the royal killer is the same Hypatia. At night, she turns into a monstrous creature due to the effects of the poison. Vasco has a recipe for an antidote that needs to be injected into Hypatia so that she stops turning into a monster. We need to cook it! You will learn the code to the safe. Hypatia attacks Vasco and kills him. She will start looking for you too. If you remember the code to the safe, then good. Otherwise, search Vasco's corpse to find a note with a code combination.

The body of Dr. Vasco.


There are two options - either kill Hypatia or find an antidote. The second is needed if you complete the game without spilling blood. Darts and sleep mines are useless against Hypatia. Leave the hall, trying not to catch the monster's eyes.

Preparation of whey

Go down the stairs to the second tier and open the door on the left side that was closed. You should have already done this when you met Hamilton. Eliminate the enemies or go through the room with the corpse wasps on the right. Go to the safe in the back room and open it. Inside you will find Vasco's antidote recipe and the key to his laboratory. By the way, the laboratory is located to the right of the safe, if you look at it.

To prepare an antidote, proceed as follows:

– Go to the room on the right (Vasco’s laboratory) and find a syringe with the serum base.

– Go up to the third floor and go right, towards Hypatia’s laboratory. In the first room, where there were many corpse wasps, find the body of the infected. Use the syringe on him to get the blood of the infected.

– Return to the room to the right of the safe, go to the table located here and pour the blood from the syringe into the flask. That table on which there was a syringe with the base of the serum.

– Activate the burner under this flask.

– Take the medicine from the smaller flask located on the right side.

Take the antidote to Hypatia's laboratory. Approach her from behind and use the syringe. Chat with Hypatia and invite her to the ship.

Alexandria Hypatia.


Disabling the observation tower

Move down the stairs to the first tier. Open the door located behind the elevator. The backyard is filled with enemies. Make your way to the left side past them. To get over the locked gate, you must move away from it to the right side and teleport obliquely, above the gate. Take out the two enemies and climb over the tower to remove the tank.

Go down the chain located here. Eliminate two enemies on the pier, go to the boat and swim to your ship.

MISSION 4. WATCHMAKER'S ESTATE

Discuss with Megan Foster the best way to get to the home of Kirin Jindosh, Grand Inventor of the Duke of Serkonos.

In the fourth mission, you will be on the trail of Kirin Jindosh, the inventor of clockwork soldiers and the man who will captivate Anton Sokolov. You must infiltrate the watchmaker's estate and deal with him.

– Runes – 6.

– Alien Altars – 1.

– Amulets – 8.

– Drawings – 4.

– Paintings – 6.

Ship "Fallen House"

Returning to the ship, you can make another entry in the travel log. Also, if you saved Hypatia, the Royal Assassin, Megan will give you a note and some gold coins.

Outside, talk to Megan before she leaves. Again, if you saved Hypatia, then you will have the opportunity to go to the woman and chat with her. Check out the new to-do list on the desk near Captain Megan Foster. As it turns out, the boiler room needs your help.

Be sure to talk to your doctor if you can. She will be grateful to you and tell you briefly about the upcoming mission. You can take as much mana potion as you can carry.

Before going on deck, go to Captain Foster's cabin. Go to the workshop (back room) and take the red valve from the table. Find the stairs leading down to the boiler room. It is located to the right of the exit from the workshop. Go down and notice that there is a crack in the pipe on the left. Use the wheel you found earlier on it, and then turn off the water supply. Job done!

Go to Megan, who is waiting for you at the boat. It's time to visit Jindosh at the mansion.

Mechanical Mansion

Anton Sokolov is being held in the mansion of Kirin Jindosh, the Duke's court inventor and creator of the clock soldiers. Get inside, save Sokolov and eliminate Jindosh before he creates an entire army of sentry soldiers.

Get out of here and go up the steps. You will see soldiers searching all citizens.

Lower aventa

Amulet No. 1, picture No. 1. Standing at the gate, look at the building on the right. Lift your head up and see the balconies. Climb onto the nearby balcony using the fence on the left. Inside the house you will find the Shooting Star Amulet. When you kill enemies while falling, you gain mana. On the opposite wall hangs the painting “Ramsay’s Stochastic Eyes.”

Go out onto the balcony and look around. There are three opponents in front of the light wall. The fourth enemy is in the guard booth on the other side of the street. To the left of the light wall you can find a location map.

Rune No. 1. Go down and try to neutralize all enemies. From the map on the wall, go to the alley to the left. You will see some girl calling you. It is a trap. After dealing with the bandits, find the rune inside the chest of drawers.

Altar of the Alien, runes No. 2 and No. 3. Return to the light wall. On the left, as you know, there is a map and an alley. But even further to the left is an infected store. Find the entrance in the far corner behind the barricades and go up to the top floor. There will be a locked door here. There is a window to the upper right of the door. Make your way through it into another room, and on the right you will find an Alien altar with two runes. We continue to play through the game Dishonored 2 on the website portal

Safe Go back to the alley to the left of the light wall. You will see several passersby on your left. Here you can also find the entrance to the building. Go up to the second floor and find a safe in one of the offices. A code combination is required. Exit the room with the safe and you will see a black board on the wall ahead. There are three numbers in its lower left corner. In this case, the last digit is blurred out. Place the first two numbers on the safe, then select the last one.

Amulet No. 2. Go up to the third floor of the same building. There is an amulet behind the locked door. But you can’t get to him from here. Exit the building and immediately find the canopy in the alley. Climb onto it. From the visor, using teleportation, you need to climb to the roof of the building. From the roof of the building you will see a passage to the third floor, to the room where the “Great Spirit” amulet is located, which increases the maximum mana reserve.

Picture No. 2. In the same room where you found the amulet, there is a painting “Axial Asymmetry of the Chief Spy” hanging on the wall.

Rune No. 4. Underground shop. Go to the area with the light wall. Find the descent to the basement and talk to the merchant. Hide and then destroy the bandits - Paolo and two moaners. After winning, talk to the merchant and buy an installation tool from her. Don't forget to buy a rune. You can also buy a key to the ticket office.

Achievement "Three Deaths". If you play by killing enemies, then deal with the enemies that appear, led by Paolo. This is one of three battles that will reward you with this achievement.

Aventa station

Return to the light wall and use the acquired installation tool on the control panel to the right of it.

Amulet No. 3. Go through the wall and go up to the second tier, having dealt with the enemy. Take the “Miracle Needle” amulet from the cabinet on the side, which gives you a small chance to return the sleeping darts.

On the ground floor of the station there is a ticket office on the left. Open it if you bought a key and search it.

Drawing No. 1. Inside the ticket office, on the table on the right, find the “Pyroacoustic Coating” blueprint.

Upper Aventa

There are many enemies in the location. If you go forward and along the slope to the right, you will run into a light wall. First you need to turn it off. Stand with your back to the carriage that brought you here. There is an open building to the right.

Amulet No. 4. Enter this building, go up to the second floor and on the table find the “Unsteady Hand” amulet, which increases the chance of enemies missing in ranged combat.

Drawing No. 3. Go up to the third floor and kill the enemy in the office ahead. On one of the tables there is a drawing “Polarization of the Alloy”.

Go down to the second floor, find the shield, open it and take out the tank with blubber.

Amulet No. 5. Go through the disabled wall. Follow forward along the building on the left. Turn the corner. Find a slightly open window on this building. Climb inside through it, destroy two hives and take the amulet.

Picture No. 3. The next painting is in the same room. It's called "Jindosh Ponders an Odd Calculator."

Rune No. 5. There is a rune in the next building on the second floor. To get there, you must jump from the courtyard onto one of the two balconies. Use the Attraction skill.

Mechanical Mansion

Entrance to the mechanical mansion.


Go through the door on the right and pull the configuration lever. Go up the steps and talk to Jindosh standing ahead. Soon you will need to destroy two sentry soldiers. Use grenades and firearms. Once you've done this, notice the light wall in the hallway to the side. In the hall, find the lever and pull it down to change the room.

Go down and open the door between the stairs. Examine the map on the wall ahead. Go further, destroy or neutralize the enemies in the corridor. When you are in a room with a piano, be careful. If you pull the lever, you will start the room reconfiguration. Instead of the piano, an electric bomb will appear, which will kill the main character if he is nearby.

Mad scientist Jindosh.


If you suddenly raise a discharge column, then don’t even think about approaching it. Will kill you in one go. The room on the left has windows. Open them and get out into the space behind the walls. Go right and you will see a pool table. There is a configuration lever nearby. Pull it and get out into the next room. Here, launch another lever. Jump down when there is a hole in the place where the pool table or dining table was. Go deeper, kill the enemies and find yourself in the testing room.

Approbation hall

Don't rush to go down.

Amulet No. 6. Jump onto the glass labyrinth and run to the right. Climb onto the railing and proceed to the far room, killing the guardsman. Inside the desk drawer on the left, find the Water Spirit amulet. Water from fountains will restore mana.

Go down to the glass labyrinth along the metal steps. Examine the note on the table to find another way to eliminate Kirin Jindosh. You need to find a stun machine to stun the enemy.

Pull the lever and follow into the maze. There are square buttons on the floor. When you stand on them, the rooms will change. Destroy the sentry soldier. On the far left side, look for a button in the floor. Click on it. While the walls are lowered, follow the marker to find yourself in the room with Sokolov.

Picture No. 4. In the same room, the painting “Bloody Topology of Evil Alex” hangs on a stand. Break the boards on the floor, pick up Anton and press the button farthest from the bed. Step on the button in the center of the maze. Next, stand on the button to the left of the entrance to the labyrinth. Then go around the wall and stand on the button right at the entrance to the maze. So you will leave this place.

The enemies who used the elevator will go down. Having dealt with them, go upstairs together with Sokolov.

Use the room with the pool table to go behind the walls and hide from the discharge tower (if you activated it in the room with the piano). Leave Sokolov somewhere nearby and go to the exit. Here you will need to destroy several sentry soldiers. You can place mines on the floor. When the enemies are finished, then follow back, take Sokolov and leave this place. One task completed.

Deal with Jindosh

Return to the mansion.

Drawing No. 4. From the hall with the discharge tower, go to the room on the right. There is a waiting room where two people stand. There is a lever nearby. Pull to lower the waiting room down. An office will appear in its place. On the table in this office, find the drawing “Conducting Fibers”.

Amulet No. 7. Take the elevator down to the labyrinth where Sokolov was found. You will be at the top of the maze. Find the lever on the wall. Pull it if there are metal walls near the lever. This will take you down to the bottom of the room with two people waiting for Jindosh. There are holes in the ceiling of this room. Do you see? Use teleportation to get to the top. These are another hidden passages under the floor. Find the corpse and take the “Life-Vital Moisture” amulet. Now water from fountains will also restore health.

There is also a shield from which you need to remove the tank with blubber, thereby de-energizing the discharge column.

Raise the room to the waiting room, on the same level as the room where the piano or discharge post is located. Climb through the ceiling to the top of the room and then go right to find Jindosh's bedroom.

In the bedroom, kill the robot and pull the lever. Go to the far side and pull the lever. Don't rush to leave. Pull this lever again and quickly move behind the screen to the white door that is about to be hidden.

If you go through this door, you will find yourself in Jindosh's laboratory. But don't rush.

Painting No. 5. Pull the lever again, but don't go anywhere from here. The interior will change and opposite the door leading to Jindosh's laboratory, the painting “I am watching the artisan” will hang on the wall.

Laboratory

Rune No. 6. Go to the laboratory and find an elevator on the left behind the door. Call him. Go down to the floor below, into the technical room. The door to the technical room is locked. There is a small hatch on the right. Bend down and climb out through it. The hatch will need to be opened. Outside, on the table between the pipes on the left, find the key to the technical room. Use it to open the white door, go left and take the rune from the table.

Return to the laboratory level. Go to the center and destroy the robots. Climb up and stun Jindosh. Sneaking up from behind. Take him down and put him on the chair of the electric shock machine. Now you need to launch it. There are two remote controls at the bottom right and left of the electric shock machine lever. Choose different stands so that the remote control has as few red stripes as possible. For example, on the left you can choose an optical stand, and on the right - an anatomical one. The more white stripes on the spiral device, the better. As soon as there is enough energy, Emily (Corvo) will talk about it. Pull the lever to disarm Jindosh.

Painting No. 6. Go upstairs to where Jindosh was. Take the painting “Light along an inverse curve” from the wall behind the table.

Drawing No. 5. Search Jindosh's desk, behind which there was a painting. On the front there are several compartments - chests of drawers. In the right one you will find a blueprint for the “Core-Cutting Shutter.”

Amulet No. 8. Return to Jindosh's bedroom. Use the heart to see the amulet under your feet. Remember that it is located under a room with various photo development equipment. There are also three cases on the table. Pull the lever and run into this room. It will go down, and you can pick up the “Bloodsucker Strikes” amulet from the shelf. When you hit with a blade or kill, you gain health.

Leave this place, take Sokolov to the boat and follow to the ship.

MISSION 5. ROYAL KUNSTKAMERA

Another strange visit

You woke up with a strange feeling.

In the fifth mission you can find:

– Runes – 6.

– Alien Altars – 1.

– Amulets – 9.

– Drawings – 3.

– Pictures – 3.

Move from marker to marker, looking through memories.

Ship "Fallen House"

Meet with Megan Foster and Anton Sokolov to discuss how to get rid of Duke Serkonos and overthrow Delilah.

Make a new entry in your travel journal and read Megan's note. You can chat with Hypatia if you saved her and didn’t kill her. Go to the captain's cabin, talk to Anton and Megan. Go up to the boat and interact with it.

Royal Cabinet of Curiosities

While in captivity, Anton Sokolov learned that one of Delilah's most important comrades was Brianna Ashworth. It was Ashworth who developed the plan for the coup in Dunwall. She is powerful and has many secrets. She is going to create some strange device for Delilah. Brianna Ashworth should be eliminated.

Kyria Gardens

Rune No. 1. Deal with the opponents outside. Try not to make noise, otherwise the workers from the boat will join the battle. Go up the steps. There will be a light wall ahead. Turn left from it, follow the sign indicating an underground shop. Go downstairs and talk to the merchant. You will receive an optional task from him. Buy the first rune and the code for the safe from the merchant, which will be useful to you.

Get out of here and go up the steps. Enter the building on the right. Go up to the second tier. There will be a closed door here. Follow even higher and exit onto the roof. Eliminate the three enemies on the right and find a place on the roof where you can jump down into the room. Stun the caretaker and search the room. There will be an audiograph on the table. You will find out exactly what Byrne thinks about Brianna. But this is not enough for the purpose.

There is a windmill on the roof. Disable it with the lever to disarm the light wall. By the way, you can buy a mounting kit from a Black Market merchant to turn off the light wall using the panel to the left of it. Go behind the wall through the gate.

Amulet No. 1. Immediately climb onto the object on the left and from there teleport to the balcony of the building on the right. After opening the door, go into the room and take the “Electric Explosion” amulet from the table. The impact area of ​​stun mines has been increased.

There is a ledge on the side that you can climb up to. Do so. Use teleportation to move diagonally to a similar ledge. From there you can reach the desired open balcony.

Altar of the Alien, runes No. 2 and No. 3. Disarm several traps in this building, climb up the destroyed beams and take two runes from the Alien altar.

Amulet No. 2. Go up to that same roof again. On the right, find a place from where you can jump to the boarded-up balcony of another building. Jump, break the boards and destroy several hives, as well as the corpse wasp guard. Take the “High Pressure” amulet, which reduces the damage radius of grenades, tanks and bottles, but increases damage from explosions of the same objects.

If you bought a code for a safe from a merchant, then open it, because it is located to the right of the location of the amulet. There will be regular items inside.

Picture No. 1. From the wall in the same room where the safe and amulet were found, remove the painting “Ashworth in an Existential Symbol.”

Please note that the path to the Kunstkamera is blocked by a light wall. There is an observation tower nearby. If you get caught in the light, you will be destroyed in a matter of seconds. Go down and walk past the light wall and tower so that they remain on your left. At the end on the right there will be an entrance to the house you need, where a fellow underground seller lives.

Amulet No. 3 and drawing No. 1. There will be three enemies on the left, but you don't have to kill them. Climb up and jump over the wooden barrier on the stairs. Above you will find the Blade Dance amulet, which allows a spring mine to destroy the bodies of enemies, as well as a note from a merchant friend. You will be able to continue the side quest. Next, you will need to steal the Roseburrow prototype, which is on display in the Kunstkamera. Find the drawing here. Please note that at the stand you can find and save a map of the royal cabinet of curiosities.

Royal Cabinet of Curiosities

There is absolutely no need to turn off the light wall. If you find the lair indicated by the underground shop merchant, then find a window overlooking the Kunstkamera. Get out through the sky and follow the pipe along the rock on the right. You will find yourself on the parapet of the Kunstkamera. Find an open window and climb inside.

Royal Cabinet of Curiosities.


Rune No. 4. Kill two witches and find a rune on the left side of some pile.

Head downstairs to the main hall, which opens onto a courtyard with a light wall. Find the descent to the basement in the hall. Follow there and kill the dog. His skull will need to be broken, otherwise the wolfhound will be reborn. Go into the next room and kill the two witches. The door to the next room is locked. After destroying the hives, go to the right of the locked door and turn left. There is an opening on the lower left. Crouch down and hit the books in the opening several times to move the bookcase aside. Go inside and listen to Brianna's audiogram to complete one of the missions.

Rune No. 5. Next to the audiograph is another rune.

Picture No. 2. Note that behind the audiograph, behind the bars, there is a part of the room with a large painting. To get there, jump over the cabinet on the left or right. Take the painting “I Dipped Her Heart into Hell.”

Drawing No. 2. Go up one floor, optionally using the elevator. Kill the witches and in the workshop on the left, on one of the tables, find the “Sensitive Shell” drawing.

Climb even higher, kill the enemies and find the strange Ashworth device on the right side. Examine the device with lenses and read the note on the right. The task will be updated. We need to find old lenses.

Ashworth's device for communication with the Abyss.


Amulet No. 4. Climb to the topmost tier. Enter the room on the left. Move along the corridor and find a room with a board. On the board there will be an amulet “Duelist's Mastery”. Your bullets do slightly more damage.

Amulet No. 5. On the top floor, call the elevator. Enter it and climb onto the roof through the hatch on top. Jump onto the ledge on the side and pick up the “Armor of the Abyss” amulet, which, if damage is dealt to you, will subtract most of the points from the mana scale.

There is a passage on the side. Crouch down and get out. You will be able to move along the parapet at the wall to the opposite side of the building. Climb to the top floor of the Ashworth Apartments. Find the old lenses on the table on the left. Return to that same device, interact with it to replace the lenses. Start the device using the lever on the right. Ashworth no longer has her former strength.

Picture No. 3. Go to Ashworth's office, go up one flight of stairs and remove the painting “My Fire Burns in Brianna's Blood” from the wall.

Amulet No. 6. Climbing higher, open the door on the left into a small room. Take the Breath of Leviathan amulet from the table ahead. When you swim underwater, if there is a lack of air, you will first lose mana points, and then health.

Rune No. 6. Go back and go through the door on the right. Outside, near the sofas and fire, find the last rune.

Amulet No. 7. The last amulet must be looked for in the same basement. If you haven't done this before. Return to the hall and go down to the basement. There is a quartermaster's room on the right. The door is closed. There is a window on the left. Get out through it and immediately find another window to the right. This will take you to a room where you can find the Fencer amulet, which increases your chances of emerging victorious from the clinch.

As for the additional task, to find the Roseburrow prototype, go up to the same floor of the gallery where Brianna's car (with lenses) was located. If the car is on the right, then you need to go on the left side. There should be a locked door to the security room here. No key needed: climb the boxes to the left of the door, jump to the window above the door and crawl inside. Take the prototype from the stand.

Drawing No. 3. When you give the prototype of a weapon to the seller of the underground shop, you will receive in return a new blueprint “Grilled Production”.

Amulets No. 8 and No. 9. To get the last two amulets, you will have to kill Brianna Ashworth, since she is wearing them. Of course, this is completely optional if you complete the game without sacrifices. The first amulet is called "Changeful Beasts". White wolfhounds will fight on your side. The second amulet is called “Alchemy of Corpse Wasps”. The first projectile that hits you will turn into corpse wasps.

Return to Megan Foster and complete the mission.

MISSION 6. DUSTY QUARTER

Ship "Fallen House"

Meet with Anton Sokolov and discuss further actions with him, and then take the boat to the Dusty Quarter.

In this mission you can find:

– Runes – 5.

– Alien Altars – 1.

– Amulets – 8.

– Drawings – 2.

– Pictures – 3.

Go to the room where Hypatia was. The woman is not here, but you can listen to her audiogram. Go to the captain's cabin and talk to Anton.

Dusty Quarter

Go through the Dusty Quarter and enter the mansion of Aramis Stilton: it holds some important secrets of Delilah. Viceroy High Overseer Byrne and his pious subordinates are engaged in a protracted war with Paolo, the leader of a band of moaners. Both Byrne and Paolo will help you, but both will demand something in return.

Having arrived at the place, go outside.

The Rise of Batista

Climb higher and you will see a light wall. Dust from the quarries will periodically appear in this place. You can use it for your own purposes. Enemies will have difficulty seeing you!

There is a building to the left of the wall, about 30 meters away. Climb up and neutralize two opponents. Go down and deal with the remaining guards. To turn off the light wall, you can use the installation kit. Fortunately, by this point you should have found several pieces in previous missions.

Go forward and climb into the building on the right. After destroying the hives, follow deeper into the house and jump higher. After opening the door, talk to Megan Foster.

You will be faced with a choice. To get to the Stilton estate, you need to kill either Paolo or the caretaker. After this, you will need to take the dead body to the one you left alive. Or you can look for another way to get into the estate without helping anyone or killing anyone.

If you want to collect all the amulets, you will have to kill Paolo. You need to kill Paolo twice.

Rune No. 1. Jump down from the balcony, break the boards behind you and go into the room under Megan's location. Behind the box, find the first rune in the area.

From this square, where the statue of Lord Serkonos is located, there are two ways. The path on the right leads to the door to Stilton's estate. Listen to the conversation of the townspeople - men and women. You will learn that a certain Duran tried to break into the door, but he was kidnapped by the caretakers. Here's a workaround!

Take the other path. To the left is a wailing checkpoint. You will be warned that you cannot go further.

Rune No. 2. Before the checkpoint on the left side, find a boarded up door. Destroy the boards, go up to the second floor and somewhere in the far room, behind the screen, inside the cabinet, find the second rune.

Climb to the top floor and climb out through the window onto the pipe. Follow the pipe on the right, and then follow the pipe near the other building. There will also be an open window here. Get inside and kill the hive guards, and then destroy the hives themselves.

Rune No. 3, No. 4 and Alien altar. Go out onto the balcony and find yourself in the “Witch’s Hand” location. Jump onto the canopy of the adjacent building and make your way inside through the open window. Go down the stairs and find the Alien altar in the far room, on which there are two runes.

Picture No. 1. Next to the altar is the painting “Faith of Moray and the Absolute”.

Picture No. 2. In the next office hangs a huge portrait of “Paolo and the Unattainable Supreme Truth.”

Amulet No. 1 and No. 2(not sure - maybe Paolo drops three amulets). Go downstairs and deal with Paolo. Kill him twice, and then search the body and take two amulets. The first is called Iron Roots and reduces the chance that enemies will be able to knock down Emily or Corvo. The second is called “The Hunted Beast.” Low health increases the damage you deal.

Amulet No. 3. Below where the musicians played, on the right side find the descent into the basement. There will be a caretaker tied up there, and on the table beyond him you will find an amulet called “Trouble with Moving.” After the magical transfer, the witches howling against you may lose their balance.

Drawings No. 1 and No. 2. You will find the “Secondary Winding” drawing in the same basement as the previous amulet. You will find another drawing in the house, one floor below the Alien altar, which you have already examined.

Grab Paolo's corpse and take it to the caretakers. Go upstairs and talk to the Deputy High Overseer to find out the code to the door to the estate.

On the other hand, you can kill everyone and find Duran.

Amulet No. 4. When you are in front of the checkpoint to the Abbey territory, pay attention to the door to the building on the left. I need the key to the silver printing. But a little further on the left side there is a boarded-up window on the second floor. Jump onto the canopy, break the boards and climb inside. In the room on the left, find and pick up the Ignite amulet, which increases the damage dealt by grenades.

Amulet No. 5. Examine the cabinets in the governor's office and take the Deep Grave amulet. The Grave Hound can die as soon as it emerges.

Rune No. 5. When you enter the Overseer Outpost building, go up the right stairs and enter the room ahead. Open the metal long box and take out the rune from it.

Picture No. 3. From the office of the Viceroy Supreme Overseer you need to go higher. Stand with your back to the window and see a balcony on the left side. Climb onto it using teleportation, and in the room on the left, find the painting “Undivided Time Discovers Aramis Stilton.”

So, if you killed Byrne, then go down the landing around the elevator, into the very basement. Here you must find an unidentified corpse. On the door of the room in which the dead body lies, there is a note - “Prisoner Durand.” Read it to update the task.

Go upstairs and on the cabinet on the left, opposite Byrne’s desk, find a note and the key to Duran’s room.

Amulet No. 6. Return to the bar, open the indicated door and find the Lucky Killer amulet in Duran's room.

Take the note “Code from Stilton’s house” from the table.

Go to the Black Market through the ranger camp. Go downstairs, kill the moaners and buy the map of Aramis Stilton's house from the merchant.

Amulet No. 7. To get this amulet, you will have to break into the Black Market door. This time, instead of a key, you need a code combination. So, from the merchant, go through the door on the left, and then turn right to see the right door. It needs to be hacked. There is a staircase nearby. Go upstairs and try to open the door - it is locked from the inside.

Go downstairs and stand with your back to the merchant's window. Exit here, turn the corner to the left and look for a hole in the wall. Climb through it. You will find yourself in enemy territory. Go forward and left. In the alley on the left hand there will be two slightly open windows. Look through the distance to see a wooden plank on the door. Shoot it to break it. Now go up the stairs again and open the door. Find the calendar hanging on the wall.

Find the number highlighted in red in the fourth line from top to bottom. The first digit of the code combination is always “4”. The second and third are the same number in the fourth line. Enter the code, open the door and stun the merchant. Take the “Sliding” amulet, which increases the speed of tackles.

Return to the door to Aramis Stilton's house. On the top line, select five different last names. Under each surname, select different jewelry, depending on what solution you found. By the way, you can solve the riddle yourself by reading the letter in the box to the right of the door. Once the combination is correct, the door will automatically open.

Combination for opening the door (yours may be different).

MISSION 7. A CRACK IN THE UNIVERSE

Three years ago, a strange ritual was held at the mansion of Aramis Stilton, somehow connected with Delilah Copperspoon and her followers. Once in the house, find out as much as you can about Delilah's secrets.

In the seventh mission you can find:

– Runes – 3 (4).

– Alien Altars – 0.

– Amulets – 3 (7).

– Drawings – 1.

– Pictures – 2.

The maximum possible number of runes and amulets is indicated in brackets. It is possible if you decide to save Stilton from suffering.

Go forward.

Aramis Stilton's mansion

Rune No. 1. Go inside and go up the flight of stairs ahead. Enter the room and look for a rune on the floor on the left side.

Go into the next room until you find yourself in the bedroom. Find a hole in the floor and jump down where Stilton is sitting at the piano. Chat with Stilton, and an Alien will appear. Take the temporary compass floating near it.

By clicking the right mouse button, you can switch the timeline. The F key allows you to see through time.

Stilton is locked in this room, you have no choice but to use the compass. Click on the right mouse button to travel back in time.

Distraught Aramis Stilton.


Aramis Stilton Mansion - 1849

Eavesdrop on the conversation outside the door. You must find the code that opens the office. The door is locked, you need a master key. On the right wall hangs a calendar from 1849. Take it away. This is a required item for the "Souvenirs" achievement.

Return to the present, approach the grate located in the passage and move into the past to find yourself on the other side of the door. On the door itself you can find a note that says that the password is in the notebook.

There is a kitchen on the right side. To open the door located inside it, you will need a kitchen key. The door is currently locked. Walk to the end of the hallway to find yourself in a living room with a long table. Deal with the enemies and search the chair on which the leg of one of the guards was. In addition to the wallet, there is a universal key. In the past you will run into a huge metal door. Return to the present and go forward, then go back in time to continue playing Dishonored 2 on the website

Picture No. 1. In this room there will be the first painting, which is called “Contamination of Rats and Weepers.”

Drawing No. 1. Inside the round safe is a blueprint for the Powder Chamber Hinge.

There is a statue suspended in the center of the room. Use your sword to break the red mount to drop it. Return to the present and you will see that the statue is no longer blocking the hole in the wall. Make your way through it, return to the present and go to the end of the corridor. Use the master key to open the door.

There are simply a huge number of enemies here, so try not to catch their eye. Go left, past the elevator. Go down to the basement and deal with two enemies. One of them was looking into some hole in the wall. To the right of the hole there is a note that tells you about the leak in the basement. To the left of the hole behind the glass, find the red valve. Take it, climb up the crates and throw it into the hole.

Using the compass, return to the present. At this time the hole is larger, so you can crawl through it. Do so. You will find yourself in a flooded basement. Pick up the valve and throw it behind the bars into the next part of the room. In the present, swim past this grate, which is not blocking the path. Climb onto the protruding part of the cabinet, above the water, and go back in time. Select the valve and insert it into the mechanism on the wall. Turn the valve to shut off the water.

Rune No. 2. Now in the present there will be a rune on the box on the left. (the room will not be flooded).

Rune No. 3. Climb the stairs to the top floor and find a locked door that leads to a room with a rune (use the heart). In the present, to the left of the door, around the corner, there is a broken window. Get out and follow the metal frame along the building, and then climb inside through another broken window. Go back in time, kill the enemies and take the rune.

Drawing No. 2. Take the elevator to the top tier and on the workbench with a vice on the right, find the drawing “Spiked Grenade Casing.”

Amulet No. 1. It's called "Water Essence". In the past, call the elevator in the basement, not far from the hole through which they climbed to turn off the water. Enter the elevator and climb onto it. Climb up to some ledge, and then go back in time to the present. Jump into the elevator car and take the amulet, which slightly increases your swimming speed.

Amulet No. 2. On the main floor, next to the elevator, there is a locked door ajar. In the present tense, there is a nest of corpse wasps here. In the past time you can find an amulet. To get into the room, walk past it in the past tense, leaving the door on the right, and turn the corner to the right. There is a table here. Climb under the table, crouching, and then move in time to the present (you will need to choose a place where nothing is stopping you). In the present tense, instead of a table, there are some debris here. And you will find yourself right under the rubble. Make your way through the hole into the room with the beehive.

In the past time, you will find a safe, inside of which lies that same amulet. Also on the floor is the corpse of a wolfhound, and under it is a note. It was because of the wolfhound that a nest of corpse wasps formed here in the present tense. Open the oven door on the left, throw in the corpse of the wolfhound, close the door and press the red button.

Now there will be no bees' nest here. Return to the present and you will see a fallen safe. Look at its door to see the code combination. Remember it, go back in time and enter it to get the “Ship Fighter” amulet from the safe. Drawing your weapon does not slow down your movement.

Amulet No. 3. Follow the amulet icon in present time. Move into the past to open the door at the top (in the present it is blocked). In the present tense you will see a hole in the ceiling. But how to get to her? After all, it is at the top that the amulet is located. In the past time, there are three levers on the side of the wall that lower and raise huge chandeliers. Align all chandeliers at the same height, closer to the ceiling. Take a running jump onto the nearby chandelier. Jump to the farthest one, since in the present time it remains in the position in which you installed it. Jump onto the destroyed beams and climb up. All this must be done in the present tense. On the floor, find the Swift Shadow amulet, which increases your movement in stealth mode.

Feel free to go back in time to the indicated door marked "Code" and move to Stilton's backyard.

Stilton's backyard

Go downstairs, kill the enemies and find the diary in the gazebo. Read it to find out the code to Stilton's door. Go to the indicated door and enter the Stilton mansion.

Stilton Mansion

Picture No. 2. In the Stilton mansion, go to the hall with the elevator. Go upstairs and in the present time find an open window. You have already used it to get into a closed room. Climb out through the window onto the metal structure and go back in time. You will see two opponents. Deal with them. One of the enemies was standing on a wooden bridge, which was held in place by two red fasteners, the same as in any elevator. Shoot them and then return to the present. You will see that you can now climb up the wooden structure on which those same fasteners have been destroyed. Climb up, go forward and kill the two enemies on the right. Film "Quaternion Switching of the Executioner".

Go to Stilton's office by entering the code found in the diary. You can always view it in the “Tasks - Details” section. Watch the ritual. Go downstairs where the spiritual ritual was performed.

Spiritual ritual: the call of Delilah.


ATTENTION! Now your task will be to “leave the Stilton mansion.” If you do this, you will leave Aramis insane forever. But you have the opportunity to change time and save not only Stilton, but also his mansion. True, this had to be done at the moment when you were looking for the code combination. Read below!

How to save Stilton?

When you look for the code to the safe, you can meet Stilton in the backyard. Stunning him (not killing him) will change a lot of things. But be careful! First you need to collect all the previous objects, otherwise you won’t be able to get some of them.

After Stilton is rescued, a lot will change in the mansion. It will be possible to pick up new items.

Amulet No. 4. If you stun Stilton, take the elevator to the second floor. There will be a man's office there. In the past, you could find a map there about the planned expansion of the mansion. Find another amulet on the desktop.

Dusty Quarter

Leave the mansion. If Stilton's mind was saved, the Dusty Quarter area would see better days. You'll even be able to chat with Lucia Pastor, the head of the United Miners' group, who you'll meet at Megan's house.

Amulet No. 5. In Lucia's back room, in the corner by the open window, look for a well-hidden amulet.

If you saved Stilton, then there will be no light wall or guards here anymore.

Rune No. 4. On the right side of where the light wall once was, there is a large brown beam. Climb it and find the hidden rune.

Amulet No. 6. The building near the wall of light is now sealed. You can move to the roof where the light wall windmill was. There will be an amulet near the sealed entrance.

Amulet No. 7. You will find the last item in the sewer where the sixth mission began.

MISSION 8. GRAND PALACE

Duke Luke Abele cares only about his own interests, it was he who staged the coup. Get into the Grand Palace, find the Duke and eliminate him. Remember that to protect against assassination attempts, the Duke keeps his double in the palace. In addition, you have to find the soul of Delilah Copperspoon: this is the only way you can cope with her immortality.

In the eighth mission you can find:

– Runes – 5.

– Alien Altars – 1.

– Amulets – 7.

– Drawings – 4.

– Pictures – 3.

Go upstairs and talk to Megan located on the deck. Get on the boat and go to the palace of Duke Abele.

Climb up to find yourself in the first location.

Boulevard Ravina

At the fork, go right and left. Destroy two corpse wasp hives.

Amulet No. 1. Use the heart to determine that the amulet is above you. Go outside and deal with two enemies. Use Pull to climb up to the balcony above. Destroy the three hives, open the vice and pick up the fallen Dark Extraction amulet. When killed in light shadows, you gain health points.

Please note that the Wislow Safes building is located on the other side of the streets. To the right of it there is an alley with a closed gate. Read the note to the right of the gate. The code from them is in the Wislow company. Go to the safe shop and in the back on the first floor find the note “Gate Code”. Enter this exact code on the device in the next alley, to the left of the gate. This is how you open them!

You will find yourself at the back door of an underground shop (Black Market). There will be a messenger girl here. You can steal the key to the delivery ship from her.

Return to the safe shop. Facing him, go left. Turn into the alley on the right and find an underground shop in the building on your right. Climb onto the balcony of the building opposite the underground shop. Climb to the roof to find a windmill. Disable it as you did earlier to disarm the light wall.

Rune No. 1. Go to the square with the observation tower. Climb onto it using the balcony on the side and turn off the power by sticking out the tank with blubber. Activate the heart and jump onto the balcony of the adjacent building, where the rune marker leads. Inside, find a cabinet with a rune and take it.

Picture No. 1. In the same building, in the back room where there is a bed, remove the painting “Daud and the Parabola of Bygone Days” from the wall.

Altar of the Alien, runes No. 2 and No. 3. Go to the entrance to the Black Market. There are boxes and other items on the left. Climb up them, break the boards and go down to the basement to find the Alien altar with two runes.

Amulet No. 2. Go to the building on the other side of the light wall and observation tower. Go through the doorway and go upstairs, where there will be a locked door to the merchant's apartment. Need a key. Go down and walk along the building to the right. Go inside through another passage, go to the very top and open the white door on the right. In the cabinet under the sink, find the Bitter Blood amulet, which forces corpse wasps to stay closer to their nests.

To get through the light wall, even if it is neutralized, you will have to fight a huge number of opponents. By the way, you can buy a “secret loophole” from an underground dealer. You will bribe an engineer who will de-energize the rails. It will be possible to move along them!

Drawing No. 1, amulet No. 3. So. You need to find the key to the merchant's apartment. Go to the Wislow safe store and find the same key in the cash register on the first floor. Return to the high wall by the observation tower. Go into the house to the left of the wall, go up to the third floor and open the metal merchant door. In the apartment, find the “Small Improvement in Burning” blueprint and the “Piercing Scream” amulet. Wailing bolts are louder. Their range of action has been increased.

By the way, to pick up the amulet, you will need to cut the pillow on the bed. The amulet lies precisely under this pillow.

Move to the next location through the light wall.

Grand Palace

Move forward, swim to the other side and deal with the enemies. Go inside the palace.

Reception and dining room

Amulet No. 4. Go down and find the room on the right. Go behind the red screens and from the bed on which the corpse lies, take the “Spiritual Sacrifice” amulet. Killing rats or corpse wasps restores your mana.

Rune No. 4. Find an elevator on one side. Go to the right of it. Behind the wall on the left, a heart will show a rune. Keep to the left wall until you find yourself outside, where there are huge targets with the corpses of servants. There is an open window on the left. Climb through it and kill the enemy. There is a safe in the room with a rune hidden inside. Take the elevator to the third floor and go to the Duke's office. Kill him or his double, and then find a note with a code combination on one of the tables. Use it to open the safe and take the rune.

Amulet No. 5. On the third floor, find Delilah Copperspoon's chambers. In the bathroom, under the sink there is a “Fuzzy Silhouette” amulet. Enemies will see you better, but they will miss more often in ranged combat.

When you kill the Duke or his double in the office on the third floor, search the body and take the key to the treasury.

Amulet No. 6. Go to the throne room below. Don't rush to run to the throne to pick up the amulet. There is a discharge column on the right. Look to the right as you enter and you will see a door. Exit through it to the balcony and deal with the enemies. There will be another door on the left. Open it and on the wall you will see control panels for the discharge column. You can either pull out the blubber tank on the right, or use the installation tool on the panel on the left. Take the Sharp Eye amulet, which increases the damage done by crossbow bolts.

When you have the key, find the door leading to the balcony. Follow the direction of the glowing blue haze. Kill the sentry soldier. Do not rush to run to the treasury door, because there is a discharge pillar on the left. Save. Quickly run to the panel next to the door and remove the blubber tank from it.

Duke Abele's Treasury

Go down and use the statue to interact with her. You will receive Delilah's soul.

Below, find a niche with a black wall. There is a red button on the right. Click on it to open a secret room.

Drawing No. 2. Inside the room, on the table, find the blueprint for Galvani's Folded Resin.

Amulet No. 7. On the side, find the painting of Delilah and the “Fading Light” amulet lying underneath it. For the first second after killing, “Attraction” and “Transfer” do not consume mana.

Rune No. 5. To the left of Delilah's painting there is a screen. Break it with your sword, bend down and jump into the water. You need to swim down into the abandoned storage facility. Swim to the bottom of the pile of barrels to reach the rune. Go back the same way.

Picture No. 2. Go to Delilah's room and on the wall next to the piano find the painting “Her face is my smile.”

Picture No. 3. On the wall above the fireplace in the Duke's office (where you killed or stunned him), there is a painting called "My Name on My Lips."

Duke Abele's chambers

Go upstairs to the fourth floor to Duke Abele's chambers. There is a double here. As soon as you stun both characters, the game will automatically sign the double and the Duke himself.

When you have Delilah's soul and Duke Luke has been killed, go to meet Megan Foster. Leave this place.

MISSION 9. DEATH OF THE EMPRESS

Ship "Fallen House"

Meet with Megan Foster and Anton Sokolov and discuss returning to Dunwall.

In the ninth mission you can find:

– Runes – 5.

– Alien Altars – 1.

– Amulets – 9.

– Drawings – 2.

– Pictures – 1.

Talk to Anton.

Amulets No. 1 and No. 2. The first two amulets are on the ship, in Captain Megan Foster's cabin. To get into it, you need a key. The door to the cabin is in the room where Anton paints a picture. Go to the deck, sneak up on Megan and steal the key from her. Open the door and take the amulets. The first one is called Bird of Prey. Falling kills give you health. The second amulet is called “Explosion Resistance”. Explosions now deal less damage to you.

Drawing No. 1. Go to the workshop behind the wardroom with Anton and from the table on the right take the drawing “Double-layer Galvani impregnation”. Travel to Dunwall.

Death to the Empress

You must fight Delilah Copperspoon before she changes the world. Make your way to the Tower of Dunwall and try to unite Delilah's soul with her body. Then the impostor will become mortal again, and you will have a chance to eliminate her and regain the throne.

Rune No. 1. Go upstairs, kill the hounds and in the building on the right, where the Black Market is located, buy the first rune and the key to the arsenal.

Altar of the Alien, runes No. 2 and No. 3. If you go further along the street, you will see an altar marker on the right side high, high (use the heart). There is a destroyed building on the other side. Use "Gravity" to climb onto the destroyed rails and from them onto the building on the left. Climb higher through the ruins and use the metal beam to get to the desired balcony. In the apartment, deal with the robbers. Examine the wall in the back room and find a hanging barometer. Use it to open a secret room and find an altar with two runes.

Amulet No. 3. Go out onto the balcony of the same building and go right along the pipes. Jump along the roofs and move towards the marker pointing to the amulet. Enter the room and find the Shadow Restoration amulet on the pipes near the ceiling. Light shadow restores your health.

Go inside the Dunwall tower.

Dunwall Tower

Go forward and find a wounded caretaker on the left. Talk to him. The gate ahead is closed. There is a control room on the right. Right at the entrance there are two devices - one dispenses empty tanks, the other fills them with blubber. Pull the handle of the device in front, pick up the tank and insert it into the device on the right. Pull the other handle. Take the blubber tank and go to the back of the control room. Insert the tank to the right of the control panel, then press the red button. This will open the gate.

Amulet No. 3. Go outside and go up the hill. Get over the fence and kill the witches. Follow the steps above and in the building on the right (greenhouse) find the Healthy Appetite amulet. Any food will restore more health points.

Rune No. 4. Go up the slope and go left. Jump into the water and look on the left side for a window leading to the pumping station. Go down and kill the witches. The rune is in the corner. From there, follow the bridge along the right wall and find a place where you can jump down. Crawl to the rune and take it.

Picture No. 1. Go to the big fire where the witches were. Do you see a building in the distance? Go down to him. The heart points to it, because there is an amulet inside. Jump down from the bridge and go up the slope to kill the hounds and find the painting “Luke, His Eyes and Me.”

Amulet No. 4. Follow the pipe to the right of this building, rising towards it from the painting. Behind the building, on the roof in a box there is a “Whirlwind” amulet, which increases the speed of attack with a blade.

Enter the Dunwall Tower.

Inside the Tower of Dunwall

Examine the elevator on the right. Read the note. You need to turn on the electricity, and to do this you will have to visit the security room. Climb over the closet where there is a hole, directly opposite the entrance. At the top of the stairs there is a corpse with two amulets hanging on it. The first is called "Stolen Breath": the attraction always costs more mana, but the attraction of enemies occurs secretly and quietly. The second amulet is called “Dangerous Block”. When you block with a blade in melee combat, you knock the enemy down, but take damage.

Defeat the enemies, go upstairs and talk to the Delilah statue. Once in the hall with steps, go left. Keep Right. Destroy the witches and the robot. Go down and see that one of the holes is missing a tank with blubber.

Use the device to get an empty tank, then insert it into the adjacent device and pump it with blubber. Place the blubber tank in the empty cell. Elevator power has been restored.

Rune No. 5. In the same basement there is a rune on a pipe near the ceiling.

Amulet No. 7. Go up to the second tier. There is an amulet inside one of the rooms. But the passage is blocked by a closet. Go around the room in a circle and above one of the doorways in the corridor, find a place where you can climb. There is a hole there leading to a room with an amulet. Take the “Mind of Leviathan” amulet. Staying underwater restores mana.

Amulet No. 8. In another room on the second floor you will find the Ill-fated Work amulet. The room is open. The amulet gives a small chance that an enemy grenade will not work.

Call the elevator and go upstairs to the throne room. Go outside.

Tower Roof

Sneak up behind Delilah with the heart in your hand and use it on her. Click the right mouse button when you are behind Delilah. She will hide in the picture.

There are two options - either you follow Delilah into the picture and kill her. Or you use another way to stop the empress. Inside the painting you will need to fight copies of Delilah. Destroy them yourself using stealth (light shadow), or summon doubles. Once the duplicates are defeated, Delilah herself will appear. Kill her or assign the work to doubles.

By the way, Delilah can be left alive. You need to install the rune (skull) under the other two to the left of the throne.

Elimination of Delilah.


After killing Delilah, return through the painting to the real world. Keep the throne for yourself or save Corvo. There are many possible endings - it's up to you!