Dishonored 2 big palace secret passage.

Now we have reached the final outcome. Now, quite a lot depends on how you acted throughout the entire playthrough of Disonord 2: a high level of chaos can make your life much more difficult, not to mention the risk of a dark ending. Also, if chaos is low, Megan will admit that she is not Megan at all, but Billy Lurk. The same one right hand Dauda, ​​who, due to her youth and stupidity, helped him kill the empress. And who helped us all this time for a reason - she greatly regrets her crimes.

You can even kill her, but there is hardly any point. What definitely won’t be superfluous is to steal the key from her belt from her cabin after the dialogue, where there are interesting notes and two amulets at once. Before the last fight, it would be a good idea to strengthen yourself to the limit. In general, in this mission you can collect five runes, one Alien altar, nine amulets, two drawings and one painting.

After talking with Sokolov and Megan (now Billy), we set off from the ship in splendid isolation on the boat to the shore of Dunwall. The city has changed a lot since we last time they saw him: there were no people on the streets at all, there was chaos all around, witches and grave dogs. There are also ordinary bandits, the same Hatters, for example.

Near the pier there is the last underground shop in the game - here you can spend all the money you have and collect nothing else, no coins, figurines, and so on: there will be nowhere else to spend it. What’s most interesting is that you can rob the same shop if you wish; you will find the key on the next street, it is blocked by standing bottles on a cabinet.

We are interested in entering the Dunwall tower; there are at least two ways - bypassing through the swamps, or directly through the front entrance. The last option, by the way, does not present any additional difficulties; you can safely enter unnoticed. You can open the gate by inserting the blubber tank into an empty device. First talk to the wounded Overseer, control room - with right side, there is also a device familiar from the first part of the game, which produces empty tanks for blubber and fills them with the precious substance.

After opening the gate, enter, on the right side of the entrance there is an elevator with a note noting that the power supply has been turned off for safety reasons. Electricity can be turned on from the security room. In the center of the main hall, on the stairs, there is the body of the Supreme Overseer, who has two amulets with him - take them, he no longer needs them. There are a couple of grave dogs there too, be careful. The noise can even cause witches to come running. It’s convenient to hide on chandeliers under the ceiling, for example.

One way or another, we need to go upstairs to get to the security room. The area is patrolled by sentry soldiers and witches, you can kill both of them - the level of chaos in the last mission no longer changes, you can leave behind scorched earth. Not far from the security room there is an interesting room in which Delilah experimented with runes. There, after studying the records, you can find out about desecrated runes that have very sad consequences for the unlucky witch.

To eliminate Delilah without killing her (you never know, it’s a matter of principle), you will have to create a desecrated rune, the recipe is written right there in one of the notes. You need to take seaweed, paint and a skull, mix everything and the rune will be ready. Next, the passage of Disonord 2 will continue with the fact that you need to get into the throne room, to do this, follow the elevator that has already received power.

The throne room, to put it mildly, has changed significantly: Delilah has a specific understanding of beauty and comfort, and the pets around her are not at all friendly - grave dogs familiar to witches. First of all, we need to get the Heart and activate it so that Delilah's soul returns to her body. Now our self-proclaimed empress is mortal again, however, she does not want to fight in a fair fight and immediately rushed into the world of the picture she created. We need to follow her, after installing the defiled rune in her throne.

Having gone to her painted world, do not believe that the real Delilah is sitting right ahead - this is her clone, one of many. The real one is slightly to the right on an elevation. You can climb there even without superpowers, the ledges allow you to climb there. True, as soon as you strangle her, her clones become active. What to do with them, run away with the sedated Delilah or first kill everyone - decide for yourself.

They, unlike their original counterpart, become immobile during the time freeze (for Corvo). Emily can deal with them well in mild form shadows. Don't hesitate and firearms with combat crossbow bolts, if you really get into battle with them. When the clones are finished, you need to return back to real world from the picture. Grab Delilah's sleeping body and carry her with you. Place on the throne with the defiled rune.

As a result, Delilah is forever locked in the world of her own painting. In a fictional world. And we will resurrect Corvo/Emily, who was turned to stone at the very beginning of the game, and begin building a new Empire - prosperous and fair. This is at a low level of chaos, of course. If you cut everyone out left and right, then the ending will be much less positive... It all depends on you. And our walkthrough of Disonord 2 is now complete, for which we congratulate you.

Dishonored 2. Walkthrough (8)

  • General information.

    8. The Grand Palace

    Ship "Fallen House"
    Dishonored 2 Walkthrough

    If in the previous mission in the past we stunned Stilton, and thereby saved him in the present, now Stilton will be with us on the ship, we can talk to him, he will give tips on storming the palace.

    We find out that the Duke has a double, so it will be more difficult to kill him. The double is different in that he smokes and knows nothing about Delilah. So first you have to watch him, and only then attack.

    Boulevard Ravina


    We land on the shore at quiet courtyard. There is nothing around, we immediately go into the house on the left. Two boatmen discuss trading around the black market. The boat cabin is locked.

    We enter the city. We turn into the alley on the right. Here a beggar can give a tip for a coin. At the top right you can teleport to the balcony of the 3rd floor, this will take us to the sculptor’s apartment, inside there are many whale bones and black amulet (1/7).

    We go out onto the balcony on the next street, teleport to the other side, along the side slopes and balconies we quickly get to the automatic tower, turn it off. Nearby we go to the window of an infected house, inside there is portrait of Daoud (1/3), nearby in the bathroom there is a rune (1/5).

    We teleport along the tree to the other side of the street, through the balcony we get into Lucia Pastor’s apartment, in her bedside table we find an amulet (2/7).


    In the far alley on the right is a black market. There are several bandits in front of the entrance. Somewhere in this place there is a drawing (1/3). In the store you can buy the "De-energized carriage rails" service. To the left of the store we climb onto a hill, break through the wooden wall, enter the cave, find the Alien altar and two runes (2,3/5).

    Black market robbery. There is a messenger on the other side, we rob her, we find the key to the boat and a note with the code for the door in the alley - 831.

    With the key we return to the shore, go into the boat, turn on the audiograph, find out black market password: “Better is Serkon wine than prison in Tyvia.” (The password can also be found out from the audiograph on the second floor of the house, in the room with the guards, where the apartment of Daoud’s admirer is located nearby).

    We return to the black market, knock on the door, give the password, and rob the merchant. He has key to the underground shop to exit through the main doors.


    Winslow Safe Store. IN cash register we find key to the merchant's apartment.

    The director's apartment is to the left of the wall of light. Inside the apartment drawing "Slight improvement in combustion" (2/3), under the pillow there is an amulet (3/7). In the apartment there is a safe with a code, next to it we find a photograph, on it we find the password 123. Inside the safe there is only gold and ammunition. You can safely pass through this apartment to the next location.



    Grand Palace
    Dishonored 2 Walkthrough The Palace District

    We find ourselves in a small area around the railway station. Here, 2 soldiers are walking under the drogue, and 2 guards are sitting below by the shore. Having eliminated the enemies, we choose the path to the other side. We can drive by carriage, but this will attract the attention of the guards on the other side. We can run along disconnected rails, but this service must be purchased in advance on the black market. We can swim on water.


    On the other side, close to the station, a guard and a maid are sitting, we are waiting for them to disperse. There are several more guards ahead. We also look at the upper floors, sometimes guards pass there. We use sleeping darts only on dogs; there is no other way to stun them. On the way to the palace we eavesdrop on the soldiers' conversations. We need to find out where the most security is, that's where the real Duke is.



    Reception and dining room

    At the entrance to the palace there is a large dining hall. We silently eliminate the officer standing with his back turned. We hide his body in the corner. There are a lot of people in the hall, and besides, the ceiling is glass, and they can see us on the upper floors. You can't go to the right, there is a sentry robot patrolling the corridor. It’s better to immediately pass by, clinging to the left wall. We go to the left wing of the building.


    Pool

    There is 1 person near the water, 2 guards in front. We can hide the stunned bodies in the small room on the right. Behind the pool on the front left, several aristocrats are throwing food, with servants tied up as targets. There is no need to go there.



    Throne room

    The glass doors on the right lead to the throne room. There may be a Duke or his double inside (their locations change with each new playthrough). We keep an eye on the Duke, if he lights a cigarette, it means it’s a double. If we immediately scare him away, he will hide behind the throne, and it will no longer be possible to recognize him. There is an electrical tower to the right of the throne; you can turn it off in the far left corner. There is an amulet (4/7) on the throne.

    If we find a double, we communicate with him. We suggest taking the Duke's place - this is a non-lethal elimination of the target. After this, you need to find the Duke, stun him and take him to his chambers.


    Officer's room

    To the right of the throne through the corridor you can enter the officer's room. There's only one enemy inside. There is a code safe near the table, next to it there is a note that the password is in the Duke’s office.

    Nearby in the same corridor you can go to a bedroom with large round beds, on the central bed there is an amulet (5/7).


    2nd floor

    You can go upstairs using the elevator on the left or the stairs on the right. The higher the floor, the smaller it is. There is a clockwork robot walking in the corridor. There are 4 of them in the palace.

    On one side there is a billiard room, with many soldiers inside. You don't have to come in.



    3rd floor. Duke Abele's Cabinet

    At the entrance there are shelves with books, there is a painting on one of the columns (3/3). The Duke's office is in the right dead end. In Luca Abele's office, we examine all the shelves in the nightstand, we will find Masterpiece drawing "Blade Conversion". In the office on the side table next to the typewriter there is a note, it states password for the officers' safe. We return to the safe, inside it we find the rune (4/5).

    On the other side - Delilah's chambers, inside there are many paintings and bags of dyes, in the back room we take the painting (2/3), near the bath corrupted amulet (6/7).


    4th floor. Duke Abele's chambers

    There are a couple of side rooms at the entrance; we can hide stunned guards in them. There is a locked chest in the corridor. Ahead is an open room and a balcony above. If the Duke is here, he walks on the balcony.

    We talk to the real duke, he will try to run away, we stun him. We take it from the belt of a real Duke key - duke's treasury. We carry his body to the large round bed in the center. After this, a double comes, takes away his amulet - a symbol of power, and orders the Duke to be locked up in prison. We steal the key to the chest from the double's belt.



    Treasury of Duke Abele

    Having obtained the key from the Duke's belt, we go to the round building on the side of the palace. A clock robot walks nearby. There is an electric tower installed on the site in front of the entrance to the treasury; to turn it off, you need to teleport to the panel and quickly remove the tank with blubber.

    Use the key to open the massive metal door. There are two round floors inside. On ground floor a clock robot walks. In the center by the tree Delilah's soul, we place it in a mechanical heart.

    Lying near the tree souvenir- sphalerites for luck.

    We exit through a secret tunnel. Find a flat wall between the shelves and press the red button. Along the way we find on the table drawing "Galvani folded resin" (3/3), go into the side room on the right, there is an amulet (7/7). The tunnel leads to the kitchen in the castle basement. We go up the stairs, go outside, and go towards the sea.


    Abandoned Storage

Dishonored fans have been eagerly awaiting the release of the sequel, and now a few years later they can once again step into the shoes of a skilled killer and plunge headlong into a mysterious world full of amazing stories and mysteries. Like the original, the second part boasts an interesting plot and great variety in gameplay - you can complete missions in several ways, some of which are much more effective than others. In this walkthrough of Dishonored 2, we will not describe the plot in detail, but will focus on the versatile implementation of the main plot tasks.

Background

Fans of the series will probably remember that Corvo Attano, the main character of the original, still managed to save Emily Kaldwin, the new empress of the Island Empire, from the hands of terrible conspirators. However, from that moment on, he began to be constantly tormented by the fear that new murder attempts might be more successful, and therefore he decided to turn the girl into a real death machine. It is thanks to this decision that in the second part players will be able to play not only as Corvo, but also as Emily.

In the end, it turned out that our brave warrior was not worried in vain, since another coup d’etat took place in Dunwall, during which the empress and her bodyguard had to move to the city of Karnaka, located in Serkonos (a neighboring state). Here our heroes have to think about how to return to their homeland and at the same time take the reins of government again.

According to the developers' description, Emily is no longer a frightened girl, but a skilled warrior, ready to do anything to regain her throne. Corvo trained her well, but she is not a copy of her master, as she has her own unique fighting style and set of magical skills.

Although the main part of Dishonored 2 will take place far from Dunwall, where the events of the original took place, you will still be able to meet many familiar characters, for example, Anton Sokolov, a talented scientist.

Mission 1: Long Day in Dunwall

The main character (heroine) is locked in the room of the new Empress, to later be taken to Coldridge's prison cell. Try to exit the room through the main door. It will be locked. Therefore, it is worth opening the right window and climbing into the adjacent opening. Approach Captain Mayhew. With her last breath, she will tell you that the owner of a small ship named Megan Foster has been looking for you everywhere.

Get out of the turret. To do this, you can go to the ladder and eliminate the guard. Take the key to the royal chambers from him. Go down to the bottom floor and deal with the second guard. Enter the throne room. The right goal You can simply try to stun him or send him to the next world. It's up to you to decide, but we will still describe the passage from the point of view of stealth and a minimum of chaos. Wait until the subject approaches the exit, get out of cover and stun him from behind without attracting attention. Take the ring from the body and head to the treasury, where you can leave our friend (he will not die of hunger, since there is food and water here). Open the door using the ring, bring in the body and lock the poor fellow from the inside. Here you can find gold and your equipment. Take everything and leave.

Get onto the roof of the building and slide down from it. Don't worry - falling from such a height will not remove hit points from your character. There will be an enemy below. Jump on top of him and hold Ctrl to stun him. Then run to the ship, passing the city. Jump down, open the hatch and go down to solid ground. Go around the guards on the left side. In a building located at left side on the main street you can find a safe.

Then take cover behind the wall from your opponents. After passing through the gate, enter the bar and exit through its back door. Take out two more guards below and jump straight into the water. Swim to the ship, climb on it and chat with the captain. She will agree to help you sail away from the city.

Strange visit

After the character wakes up, try to leave the cabin. The door will be locked. Turn back and watch in amazement as a passage appears in the wall. Exit the room through it and reach the Alien via the floating islands. Talk to him and choose your path: you can take the mark and gain unique abilities, or refuse it and remain an “ordinary” person (which makes the passage noticeably more difficult). Using the Transfer skill, move to the opposite platform and take the heart (a special device for searching for various artifacts). Use the heart to find the rune.

Fallen House

Examine the cabin, take the bone amulets from the box on the table and go to the exit. On the door you can find a surprise from Sokolov - a powerful crossbow. Leave the room and take the to-do list lying on the table. As a result you will get additional quest by unlocking the pantry door. You can enter this room through a window located outside the ship. Go out onto the deck and go down to one of the walls of the ship. Climb through the window and destroy the obstacle lying by the door.

Go out onto the deck again and go to the bow of the ship, where the hatch is located. Open it and go downstairs. So you will find yourself in Sokolov's room. Walk up to Megan and chat with her. Thus, you will learn that Sokolov was kidnapped by the Royal Assassin. The girl managed to track him to the Addermis Institute, but then the trail disappeared. In the future, you will need to deal with this killer and find out the fate of the scientist.

Go up to the deck and approach the Foster boat. Now you can go on the next mission.

Mission 2 – At the End of the World

Exit through the door and go to the nearby alley. At the turn, a dangerous zone will begin, where guards can attack you at any moment. In addition, the road will be blocked by a light wall, which is a deadly device capable of burning any trespasser. This structure is powered by energy from a windmill. Take him out to go through the light wall.

Walk forward a little, and then climb the wall on the left side. Eliminate one guard and go through the sleeping guard through the gate. Then turn left and go to the trash cans. From here you can climb the wall. Jump over the fence and go down to the train tracks (you can do this if you previously completed Mindy Blanchard's side quest and brought her the body). If you didn’t complete the side effect, then you can get to the desired location through the station - you just have to first turn off the power to the wall of light by pulling out the blubber tank in the room on the right, not reaching the wall. Run along the tracks until you come across a train going to the Addermere Institute. If necessary, you can deal with the guardsman standing not far from the luggage.

Mission 3 – Good Doctor

After arriving at the Addermere Institute, you will need to find your old friend Anton Sokolov. You should ask Alexandria Hypatia, the head of the institute, about him.

Enter the building through the main entrance located on the right (This is not the only way to enter; before reaching the entrance, you can jump from the ledge onto the rocks and go around the building on the left, where through open window to get into the kitchen - secret penetration). You will find yourself in the lobby. Go around the opponents on the left side. Move to the wall in front. Near the wall of light, move to the container with blubber to deactivate the power supply. Wait until the guard in red is distracted, and then go behind the fence. Look at the map of the building. In it you can see that Hypatia’s office is located on the 4th floor. Go into the elevator and press the desired button. When you reach the desired floor, hide on the left side so as not to be seen by the guards. Listen to the conversation of the guards, and then knock out the one who remained at his post.

Go into the office and find Alexandria's key on the table. Go down one floor and go into the department where they keep patients recovering. To do this you will need the above key. Go through the room with bloodflies (you can use transfer). In the next room you will find Hypatia. Chat with her - you will learn that Sokolov was kidnapped by Kirin Jindosh.

Now it’s worth searching the room for recovering patients. Vasco can be found on one of the beds. He will tell you that the Royal Assassin is actually Dr. Alexandria. Now she is not herself, as some serum has zombified her. However, the girl can still be saved. Vasco's storage room contains all the necessary ingredients for crafting an antidote. Before he dies, he will tell you the code to his safe.

Go back to the stairs and go down one floor. Go through the first door on the left. Deal with the two guards, open the door and find a safe in the room. Unlock it using code 551. Take Vasco's diary and go to the room opposite - here you can find a syringe. Now head to the wasp room and collect blood from the infected corpse. Return to the laboratory and create an antidote. Turn on the burner and wait a few seconds. Fill the syringe with the antidote and head to the doctor (royal assassin). Move behind her and inject the medicine. Hypatia will be able to return to normal.

You need to go to the lobby to the elevator and get to the back patio. Go around the guards and head to the tower. Stun the two guards near the tower and take out the container with blubber. This will give Megan the opportunity to swim closer to you and transport you from the island to the continent.

Fallen House

It turned out that Sokolov was captured by another genius inventor, whose name is Kirin Jindosh. It was with them that Karnaca was armed with mechanical soldiers capable of fighting at the level of the best warriors in the city.

Wake up and leave the cabin. Talk to Foster. She will say that it would be nice for you to chat with Hypatia, who has decided to live on the ship for a couple of days. This is kind of a side quest. Go to the doctor and have a heart-to-heart talk with her. She is sitting in the pantry.

Mission 4 – Mechanical Mansion

The entrance to the house where Jindosh is located is under 24-hour security and can only be entered with the help of a crew. However, the passage to the transport is blocked by a wall of light.

The first step is to get out of the sewer system and move into top part cities. Using the balconies on the buildings on the right side, get to the rails. In this place you can do additional task upon receipt installation tool at a black market store. To do this, bypass the security and go to the underground trading shop. Go down the stairs and talk to the sellers. She'll tell you what's on at the moment cannot sell this thing, since unsavory individuals should come to it. You need to hide under the table and eavesdrop on the conversation. When the criminals leave the store, come out of your hiding place and buy the tool. If the bandits see you, a fight will break out.

Next you can head towards the wall of light. Teleport to the visor located not far from the panel with the device settings, and wait until the guard decides to retreat to the fence. Stun the guard and reconfigure the panel. Now you can get inside without worrying about your character’s life.

You can also not deactivate the light wall, but go a little forward and go around the fence between a couple of buildings. Behind the station where the fence is, climb onto the freight train and jump onto the roof. Find the windows at the top and use them to find yourself on the roof of a new train that can take you to Upper Aventa.

The gate leading to the desired building will be locked. To open them you will need a special code. However, there is another route that can lead you to the territory of the house - you will need to move between small islands using transfer. In the second case, you will first have to cut down the light wall, which is located near the building or head into the alley, but for this you will need the key to the gate, which is kept by an experienced soldier located on the top floor of the above-mentioned building.

If you decide to still find the gate code, you will thereby complete an additional mission. So, to do this, you should go into a nearby building and go up to the top floor. Here you will find an office where an experienced military man sits. Deal with him and take the required code (641) from the table. Next, you should open the window and move to the panel using your abilities.

Then you need to get into the wagon and go straight to the mad scientist's house. You can only get inside through the main entrance.

Once in the lobby, turn on the audiograph to learn the safety rules. Enter the main room and use the configuration lever. Then run forward and wait until access to the door located in the middle of the two stairs opens. Go through it, and then open another door and climb through the window opening on the left. Behind the walls you can find a small free space. Head straight ahead, make one circle and climb onto the pool table. From here you will be transported upstairs.

Turn right and walk around the hall where the charging pole is located. Open one of the 3 windows and deal with the girl by the guard using a tranquilizer. Then you need to shoot the man. Try to make sure that the guard does not notice the woman's body. Otherwise, you will also have to eliminate the sentry soldier. Once in the new room, turn right again and head to Kirin's chambers. Try not to make too much noise, as there is a guard inside. Thanks to this little room, you can immediately find yourself in Jindosh's laboratory by using the configuration lever. However, these actions can lead to the activation of the clock soldier. Go forward, ignoring the bedroom, and get to the hatch located at the base of the turret. Then go into the elevator.

You need to go up to the top floor. Here you will have to make another decision: kill the enemy or find a more humane method of eliminating the target. Since we decided to complete the game in stealth style without killing, we will choose the second method. Our target is guarded by two sentry soldiers. First, lure one of them to the elevator, and then eliminate it - jump from behind and blow off its head, and then carry out a finishing attack. Killing a sentry is not murder. Next, deal with the second guard.

Now you should teleport behind the scientist and knock him out (you can use darts). Go down to the laboratory and find two panels with settings. On one of them you should select the Optical stand, and on the other, the Anatomical one. Next, you need to put Jindosh on the chair of the electroshock device and activate it. This equipment corrupts the brains of the test subject. After one charge, the target is considered neutralized.

Next you need to start searching for Sokolov. During interrogation, Jindosh accidentally names the place where he is old friend the main character - he sits in the testing room. Go to the elevator and go down to the desired room. Exit and move forward along the corridor. Cut down the wall of light. There is a guard on duty nearby, who will immediately see that someone has turned off the fence. Stun him from behind and go into the hall. Reach the entrance and pull the configuration handle. Eventually you will end up in puzzle rooms. A sentry soldier is walking here. Stand on the button on the floor and wait until the walls go down. Then teleport to the room located on the left.

Next, go straight a little and break a couple of boards on the floor covering the button. Stand on it and wait a bit. The walls will lower and you will be able to move upstairs. Next, head to the room where Sokolov is being held. Take it and exit the same way.

Climb the ladder and transfer to the pipe located on the wall. Walk along it and get to the elevator. Go to the hatch located on top of the lifting device. Open it and go inside. Click on the button for one of the upper floors that is currently available to you. Exit through the window, and then make your way behind the walls back to the windows. Leave Sokolov here and climb through the window again. Head towards the door you previously had to run to initial stage mission (when using the configuration for the first time). Near it, pull the lever and return behind the walls. Take Sokolov again and follow the path that is perpendicular to the corridor. Jump over the lowered walls and use the next lever. As the platform descends, climb onto it and be transported upstairs to the main hall to be closer to the exit. Then teleport directly to the door of the building and exit without causing an alarm.

Head to Nizhnyaya Aventa for the right composition. Now you should head to the Foster ship and sail as far as possible. Take the artist from the crew and move to the top of the station. Go to the left side and go down to the canopy. Make your way along the balconies of the buildings to sewer system, and then put Sokolov in the boat.

Another strange visit

Wake up while in your cabin. Get out of it and you will find yourself in the Abyss, but it is not similar to the past reality. The fact is that you were called here by Delilah. Take a walk on this creepy place and learn a lot about the past by looking at the “living” drawings. Sometimes Delilah will appear and tell you about her childhood. Then a portal will appear and you can leave this location.

Fallen House

Wake up again. Ahead you will see Jessamine's soul. Leave your room and approach Foster and Sokolov to talk to them about your future plans. While in captivity, the artist was able to learn that one of Delilah's main allies was Brianna Ashworth. It's time to deal with her. Go to the boat to take on the next mission.

Mission 5 – Royal Cabinet of Curiosities

Several soldiers guard the entrance to the Kunstkamera. Megan will advise you to first go to caretaker Byrne, who has been watching Ashworth for a long time, being in a secret outpost.

As a result, you can take on an additional task and find out what information Byrne has. It is not necessary to do this. If you decide to go through it, then go upstairs near the stairs and enter the building located in front. Then go out onto the balcony and move from it to the roof of the structure. Then jump to the other balcony. On the roof you will have to deal with three guards. Two of them stand near the fence, and the third is on duty on another part of the roof. The first one can be knocked out with a dart, and the second one can be stunned. You shouldn't have any problems with the third one. Find an open window on the roof and look through it. You will see a sleeping caretaker below. Jump down and knock him out. Then take out the audiograph and listen to the voice message. You will learn that Byrne suspects Ashworth that she is beginning to meddle in the affairs of the Order of Oracles.

Go back up to the roof and go through the light wall. Near the fence, move to the right to the guard post. Then make your way to the red building, passing through the houses, pipes and roofs. On the roof of the red building, go through the door and go down the stairs to the lower floor. Go into the open room and from it get out onto the balcony. Then jump onto the balcony located on the opposite building.

Go inside the house and get to the far side. Go out to the balcony on the other side. There you will find a door knocked onto the wall. Climb onto it and be transported to a tower equipped with a spotlight. Deprive her of access to electricity and go downstairs. Find out where the fence gets its power from by following the wires. Cut down the light wall and go through the main entrance to the courtyard of the Kunstkamera. Then turn left and go to the end of the area. There you will find a ledge on a building. Walk forward along it and find an open window located on the right. Make your way to the roof by moving along the chandeliers and ledges in the walls. Once on the roof, you will see a small courtyard below and an unlocked window at the 2nd floor level. Teleport to the pipe located near the window, and then get inside. So you will find yourself in the Kunstkamera. Now we need to find Brianna.

Here you can also complete another secondary task (optional) and find out how exactly Ashworth manages to influence the Order of Oracles. To do this, go through the door located opposite the window you crawled through earlier. This will give you access to the main hall. Find the Oracle. Near it you can read a warning written by Brianna. It reports that the first version of the oracle lenses almost killed her, and almost deprived her of all her powers.

Go hunting for old lenses. Climb to the top floor and walk along the corridor to the window. Look out of it and move to the roof of the building. Here, find another window leading to one of the rooms of the mansion, in which the lenses you need lie. Brianna sits in her office downstairs. Return to the Oracle and install the item you found earlier. Fire up the equipment and enjoy the show as Ashworth loses all his powers. The target has been eliminated.

Now you should rummage through her office. It is worth picking up a piece of paper on the table, where the maid tells the hostess that she has put all the old audiograms in the basement. Go to the elevator located in the main hall and break the boards on the stairs leading to the basement floor. Below you should move the cabinet standing near the wall in order to find a secret passage. Go inside and find the audiogram you need. Listen to it and then go out the door gray. You will find yourself in the sewer. Follow it to the end to get out of the cabinet of curiosities. The exit from the sewer system is located next to the place where you knocked out the security tower earlier. Next, return to Foster's boat and sail with it to a safe place.

Fallen House

Wake up and go to your allies to discuss future plans. Megan went to the city, so you will receive further instructions from Sokolov. He will tell you that you will have to visit a dusty quarter where two factions are at war: the Wailings, led by Paolo, and the caretakers, led by Byrne. Both leaders dream of dealing with each other. They all dislike strangers, and therefore immediately attack them. But if you bring one of the leaders the body of his sworn enemy, he will accept you as his own.

Go to the boat, and then go on the next mission.

Mission 6 – Dusty Quarter

Aramis Stilton has many secrets related to Delilah. Perhaps, thanks to this information, you will be able to find out how to deal with her. However, his mansion is locked with the help of a cunning Jindosh lock, which cannot be opened by conventional methods. Go to Foster, who figured out how to get inside.

Exit the sewer - you will find yourself near the entrance to Dusty Quarter. Take cover behind the trash can and then move to the building on the left. Climb to the roof using the ladder. Here you will meet two guards. Wait for the storm to start and knock out the guards. Then turn off the windmill. Jump from the roof onto the officer wearing a red uniform. Then approach the light wall located on the left. Move over the fence and meet Megan inside the building.

If you eliminate one of the leaders of the two factions (Byrne or Paolo), then the remaining faction will help you penetrate the Stilton estate. Leave the house. There are neutral lands here, but in front the territory is divided into several regions controlled by one faction or another. Approach the gate leading to the mansion. On the right side of the gate, pick up the Jindosh riddle. Tips for solving it are presented in our separate article.

Go to the entrance to the rangers' territory. Climb onto the roof of the left building and move to the balcony. Next, teleport to the lantern standing nearby, and then to the stand and scaffolding near the structure. Climb to the top window. Open it and climb inside. You will be taken to Byrne's office. Wait until the High Overseer is alone in the room. Strangle him and take him with you. Exit through the same window and take the body to Paolo. He will tell you how to solve the riddle. Now you can walk the streets without fear of being killed by crowds of bandits. Go to Jindosh's castle and open it.

Mission 7 – Crack in the Universe

Three years ago, an occult ritual was performed at the Stilton estate, which is directly related to Delilah. Need to know about this magical rite and the secrets of the new empress. Let us note in advance that in this mansion it is impossible to use the abilities granted to your character by Aliens.

Go to the desired building through the main entrance. Inside you will hear strange voices that belong to Stilton. Go to the top floor and take the left passage. After a few steps, turn right and walk forward along the corridor until you reach Stilton's bedroom. There will be a huge hole on the floor. Jump down and find the owner of the estate not far from the piano. Try talking to him. Suddenly, out of nowhere, an Alien will appear and tell you that this person is in a temporary trap. A supernatural being gives the hero a special device, thanks to which you can travel through time.

Press the "F" key to open mirrors that show what happened in a particular room in the past. There are several guards behind the door. Eavesdrop on their conversation and then wait until they move further away. Click on the right mouse button to make a time jump. On the other side of the door, find a note saying that Stilton is walking in the courtyard. The code for his workplace is on him.

Exit to the lobby and move to the present. There is a door to the right of the main staircase. Get up close and take a trip back a few years. Another note will appear on the door stating that it is closed due to see you soon Duke You can find the key to it from the captain, who is in the dining room. This key is universal, that is, you can use it to open almost any door in the mansion. We talked in more detail about his search in a separate article. After finding of this subject you should go to the windows. As soon as there are no guards nearby, get out from under the table and return to the present time.

Turn in the opposite direction and go through the opening. Next, turn right and look for an unlocked door that allows you to get into the storage room. It has a secret passage blocked by a statue. Travel back in time, where the statue stands in a completely different place. Destroy the lift by hitting one of its parts to bring down the statue. Return to our time - the passage will be open.

Go forward through the hole in the wall and reach the door opened with the master key. Then turn left and jump down the elevator shaft. Using the Alien device, travel back several years and go up to another floor using the elevator. Exit through the hatch in the ceiling and take the left corridor. Change the time again to hide from the guards. In the present, you may be disturbed by one mourner walking near the bloodfly nest. Stun him from behind immediately so you don't waste your time on him in the future. Deal with the guards standing near the door leading to the courtyard. This is easy to do - distract them by hitting them with your weapon against the wall, and then stun them one by one.

Next, climb the fence and look around. Travel to our time and use darts to put the two dogs to sleep. Approach the gazebo. Behind her is located small design made of wood with wasps. Jump on it and go back in time. Wait until Stilton's back is turned to you, then jump on him and neutralize him. Take the code and then travel to the present.

Return to the building, go up to the top floor and go to Stilton's office. Once you reach the door, travel back in time and enter the code into the panel. Enter the room and watch the Duke and his companions. Here you will find strange anomalies, since this is where the past intersects with the present. After listening to the conversation, head to another room where a seance will take place.

It turned out that Delilah's soul was hidden in a special vault guarded by Luka Abele, that is, it is impossible to kill it by ordinary means (game version of Koshchei).

Go to the exit of the building. Near the door you will fall back into the Abyss. Walk around the flying islands and listen to the Alien. He will then return you to the present. So, to neutralize Delilah, the first thing you need to do is take her soul, hidden in a secret place.

Fallen House

Wake up - you will again see the image of Jessamine next to you. Go out onto the deck and talk with your companions, among whom will be Stilton. He will tell you that getting into Abele's house will not be difficult. Plus, there is a hidden door in the closet that leads to the Duke's treasury. Most likely, this is where Delilah's soul is located. We get on the boat with Foster.

Mission 8 – Grand Palace

Luka Abele hired a double as insurance. However, it is quite easy to recognize him, since the hired “actor” likes to smoke.

Once on the pier, go up the stairs and walk between the two buildings. Enter a hostile area. Go up the stairs again and get to the metal platform located near the tree. Carefully move to the balcony located near the neighboring building, and try not to get caught in the light of the spotlight installed on the security tower. Go inside the building and exit to the balcony on the opposite side. Move to the tower and knock it out by taking out the tank.

After passing through the tower, you will be transported to the balcony where bloodflies live. We advise you to burn their nests to reduce the chance of being bitten by them. Break the barrier on the door and make your way to the stairwell. Climb up and exit to the roof of the structure. Deal with two guards here: one can be put to sleep with a dart, and the other can be stunned from behind. Then press the lever to shut down the windmill and deactivate the wall of light. Nearby there will be an underground shop where you can purchase a document, using which you will be able to cut down the rails. According to this railway you will be able to go to the palace.

Listen to a conversation between two characters standing near the entrance to the building. From them you can find out that the Duke always carries the key to the treasury with him. Transfer to the pillars with lanterns, and then get to the roof of the structure. Here, find an open window that leads directly into the elevator shaft. Go downstairs, call the elevator and press the button for the floor where the Duke's chambers are located. Climb into the hatch to hide from prying eyes and find the Duke (or his double). We remind you that the fake Luca loves to smoke. Observe your target. If he doesn't smoke, then this is the real Abele. Now we need to find the “actor”.

You can find the desired NPC on the left side of the dome, located on a triangular platform. There is also a discharge column here that should be deactivated. Follow the cable and find the desired panel near the ladder that leads to the bottom. Take out the tank and go up to the top floor. Observe the target. IN certain moment he will decide to release the guards. Then you need to talk to them. First of all, we launch a dart at the dog, and then we begin a conversation with the fake Abele. As a result, you will have a chance to remove the Duke without sending him to the next world. You just need to convince everyone in the area that the double is actually Luka. This way, someone else will take over the reins. He will make a good ruler. For the plan to succeed, it is necessary to take the medallion from the real Duke and give it to the impostor.

Again, head to the place where the Duke is. Stun him and take the key to the treasury. Next, take the body and take it to the sofa. A cut-scene will start in which the guards will take Luka away and his double will take his place.

Now we need to find Delilah's soul. Exit to the stairs leading down. Go down to the basement and deal with the two guards. Find a button on one of the shelves and press it to open the entrance to the secret room. Use the key to open the door to the vault. There is a sentry soldier inside. You don't have to deal with them - you can just teleport to the Delilah statue and click on it. This action will cause the mechanical guard to self-destruct. Climb to the upper level and approach the black door. Click on the button and wait for the passage to open. Go inside and turn off the power near the pole. Go down and find Foster's boat. Now you can leave this location.

Fallen House

Rise and shine, Mr. Freeman... that is, leave your cabin and go to Foster and Sokolov to talk about returning to your city. First of all, talk to Sokolov, and then contact Megan. She will tell you that her name is actually Billy Lurk. About fifteen years ago, she was part of a group led by Daoud. At that time, she helped him arrange an assassination attempt on Jessamine. Take a boat and sail to Dunwall.

Mission 9 – Death to the Empress

You now have Delilah's soul hidden in the Heart. It is necessary to get to the self-proclaimed empress and “pour” the soul into the body. As a result, Delilah will become mortal and you will be able to kill her.

After disembarking, head to the pier and move to the structure with billboard. Go around the next house on the left side and climb onto the roof. Next, teleport to the balcony. Go to the wooden structure in front of which the witch is standing. Shoot her with a dart and move towards her. Go down to the ground and put a couple of dogs to sleep. Run to the Dunwall tower, and then turn onto the street, which is strewn with the bodies of the caretakers. One of them will be alive. Talk to him, and then be transported to the roof of a nearby building and get along it to the palace. Stun the witches that get in your way and get to the door leading to the tower.

You need to get to the top floor into the throne room. Turn right and go to the elevator. Here you will find a note that says that the empress decided to cut off the power supply, and therefore the elevator stopped working. Go back to the door to the tower and try to crawl into the passage that is littered with debris.

Note: However, supplying energy is not the only option. Do you remember Jessamine's secret room behind the fireplace from the first Dishonored? It's still accessible, you can still get there. On the second floor, in the corner (where the lone witch is guarding), pull the lamp and climb through the fireplace into the secret room. And there is a secret passage, unlocked with a ring key. Open it - and voila - you go straight to the Safe Room of the throne room.

Now you will have an additional, but optional goal to complete - you need to search the caretaker chapel. Move to the other end of the hall along the chandeliers to avoid being seen by your opponents. Go downstairs and open the door leading to the corridor. Climb onto the ledge located at the top and go to the chapel. Take the note lying on the table, which tells you about the harmony of the runes. Two defiled and two pure runes should be combined with each other to achieve harmony, but if it is disrupted, Delilah’s magic will turn against herself. Craft a Corrupted Rune using ingredients found in this room.

Now you can leave the chapel. Approach the door opposite. There is a sentry guard in the room, so you should immediately move to the pipe hanging above so that the robot’s sensors cannot detect you. After he passes by, go through the door ahead and go down to the security room. To restore energy you will need one tank of blubber. Find an empty container in the dispenser and place it at the filling station. Then place the filled tank into the system. Electricity is supplied to the elevator again. A witch will enter the room. Go around it and get out of the room.

Move onto the pipe again and turn towards the left corridor. Go all the way until you see a blocked door ahead. Go down and go behind the witch into the door that is not yet locked. Once in the kitchen, turn left and jump into the ventilation. Walk forward along the sewer system and find a door leading to the main hall. Move to the second level, then teleport to the chandelier and exit into the corridor, passing through the blocked hole. Call the elevator and wait for it to arrive. Hide, as the witch will immediately move towards him. Deal with the enemies, go into the elevator and press the top button.

Go to the roof of the building and approach the entrance. Someone had boarded it up with wooden beams. Destroy the obstacle with the blade and go inside. Take the heart in your hands and quietly approach Delilah from behind. Use the artifact to return the girl's soul. She will immediately run into one of the paintings. Go after her, not forgetting to place the desecrated rune on the throne.

If you want to thwart the plans of the villain, then you should place the stunned body of Delilah on the throne, where the desecrated rune already lies. However, this will not be easy, since she is guarded by her terrible copies. Another optional task will appear here, related to the destruction of copies of the Empress. At the location you can find several crowds of characters, in which there is one copy of the enemy. There are five of them in total. First of all, move to the right building. Near the fence, deal with the first copy. Next, go down a little and look for another enemy in the crowd.

Go back and go around the building on the left side. Climb the black wave and deal with the third copy. Now you should move to the opposite side and remove the fourth double. Go down and destroy the fifth copy. If you want to deal with her quietly, then you will have to use long-range weapons. Now all that remains is to take on the secret copy sitting on the throne.

After your actions, the real Delilah will appear. You should immediately be transported to a stone structure supported by columns and jump on top of the enemy to stun him. Raise your body and return to the painting. Exit her and place Delilah on the throne. A cut-scene will begin in which it will be shown that the girl is forever locked in her own drawing. Now you need to save someone close to you - Corvo or Emily (this depends on who exactly you are playing the game with).

Next, you will be shown a final video with the consequences of all your decisions. All possible endings are described by us in a separate article.

Dishonored 2 can rightfully be considered one of the most successful stealth action games of the past year. When creating the game, the developers took the formula of the first part, brought it to mind, deepened it and divided it into two characters: Corvo and Emily. The first one is better adapted for murders, and Emily - for a quiet and neat way of passing. However, no one is stopping you from playing any of them the way you personally want.

And this is exactly what our new material in the "Gamehack" section.

What determines the endings of Dishonored 2

Just like in the first part, in Dishonored 2 the ending also depends on the level of Chaos. However, not only from him. As before, the number of kills during the passage matters, but there are several additional nuances that lead to one of three endings with several variations.

There are now also three levels of Chaos: low, high and very high. In order to get the first one, you either need to go through the entire game without killing at all, or kill occasionally. In both cases, the ending is essentially different, and by taking another character, we get two more options. More precisely, there is one finale, but with four variations in detail. For a high level of chaos, it is enough to shed the blood of everyone who gets in your way, but at the same time do not try to completely mow down all the enemies in each location, otherwise you will end up with a very high level.

In addition, there are several important side quests to save key characters. If you fail or ignore these quests, you can also lose the conditional “happy ending”. And some answer options when talking with certain NPCs can also influence the ending in small ways.

1. Complete the first level completely. The very first mission takes place in Dunwall. It is a large tutorial - a kind of introduction to the mechanics of the game and a training ground. A thoughtful passage may take up to several hours, during which you will see fairly similar scenery, reminiscent of the first part. The most important thing here is not to give up and survive to the second level, where the fun begins.

2. Use stealth. Even if you decide to walk over corpses, there will still be situations several times during the game when you simply cannot make noise. Otherwise they will kill you very quickly. Therefore, mastering the skills of covert passage will definitely not be superfluous. The first level is perfect for this.

3. Don't pay attention to statistics. Dishonored 2 is a much more complex and challenging game than the first game. Here it is much more difficult to get the “Clean Hands” achievement (for completing without killing). Therefore, do not reload a level a hundred times if you accidentally disturbed a guard and had to brutally shut him up. Just relax and have fun.

4. Do not use manual saves. Often in guides like this (and in the games themselves) they write: “Save often!” Believe me, this is not the case! Dishonored 2 is at its best on higher difficulty levels. And they lose all their meaning if you use any saves other than automatic ones. Checkpoints are placed exactly where needed. You will have the scope to calculate your actions for the next half hour and try to carry them out beautifully. And if everything doesn’t go according to plan, improvise fiercely, furiously, at the same time getting a huge dose of adrenaline.

5. Take everything that is bad. Search all drawers, tables, cabinets and other containers. Often there may be various valuables such as food, elixirs or even money. You can also search guards by simply sneaking up behind them without killing them.

6. Restore mana with Transfer or Pull. Mana points in the game do not restore themselves. To replenish them, you need to find and take certain elixirs. However, there is one trick. Just teleport to a secluded place and you can use another ability.

7. Use Dark Vision. This ability Seriously helps with stealth passage. It is worth exploring first after getting to Karnaca. Once Dark Vision is enabled, you will be able to see through walls and detect enemies. However, the ability only works within one location, so from the street it will not be possible to “scan” what is happening in the house. This is not GTA 5 with a completely seamless open world.

8. Cover your tracks. The levels in Dishonored 2 are significantly larger than in the original. And there are also more different guards patrolling the area. Moreover, they no longer walk ten steps back and forth, but can cross the entire territory in different ways and even sometimes move between floors. Therefore, study the area thoroughly, remember the places where no one bothers, and take all the bodies there. And in as a last resort- V trash cans. If this is not done, then the dead (or knocked out) guard will sooner or later be discovered and the alarm raised. Then it will become difficult to keep the level of Chaos at a low level.

9. Create distractions. The game has many ways to distract the attention of guards. For example, you can break something glass, or throw some bottle or other noisy object towards enemies. You can also deliberately leave your body in a visible place in order to slip through while these boobies first look at what it is, and then you will no longer be here. There are other ways - try to find them yourself!

10. Don’t be a hero in vain. If you are surrounded, beat off the first blow and run. Then you can still take revenge if you want. At the same time, you will be less likely to get hooked on constant reboots every time you sneeze not according to plan.

* * *

It would seem that Dishonored 2 is better than the first part in everything. The mechanics are deeper, and there are two playable characters instead of one. Only here system requirements have grown many times over. To enjoy all the beauty of the game, you need an almost top-end “machine” at the end of 2016.

If you haven’t managed to get one yet, try our cloud service. For just 590 rubles a month, here you can play many modern blockbusters on high settings. All you need is reliable Internet at a speed of 5 Mbit/s.

If this is your first Dishonored, then we advise you to definitely read the training material in the start menu. They will teach you all the controls, combat tactics and stealth. Text lessons will be unlocked as you progress through the campaign, and you can also read them after the game itself in the menu item.

Don't give up, complete the first level to the end

Like the first part, Dishonored 2 does not fully reveal itself from the first minutes of the game. First, you need to complete the first mission in Dunwall in full. This is a little frustrating because you will spend hours studying the first level and completing it without seeing the full potential of the project and the actual game.
But our advice to you is not to rush to worry and get upset. Just get it over with and that's it. Exit the tower, get to the ship and get your first ability. The first mission is in a good way, to learn the basics of the stealth game, but if you're not having fun with it, then you'll just need to speed through this level.

In fact, you can complete the entire game without using your skills to the fullest, going through the game only in stealth if you like. Different ways to play the game are like night and day. IN Dishonored 2 these two are perfect different games. Although no, these are four games, because you can play as Emily and Corvo, choosing each time new style passing.

Don't get hung up on end-of-mission stats and stealth levels

I think every player dreams of the end of a level Dishonored 2 about a perfect score, but it's not that easy, even on the second playthrough. Only after you have learned all the levels by heart, learn all the subtleties of stealth and behavior artificial intelligence, you can count on a high score after completing the mission. But at first, of course, you will often catch the eye of the guards and make a lot of mistakes.


Think of those screens at the end of missions as regular information and stats. It only shows your playing style, and does not tell you that you are a complete loser and that you have failed. If you want to rush ahead, killing everyone, don't restrain yourself. After all Dishonored 2- this is a real sandbox, play it.

Stealth in Dishonored 2 is irreplaceable

Even if you plan to go through the game, killing all your enemies face to face, you will still have moments when you need to get past guards without being noticed. For example, when you're scouting an area to see how many and what kinds of enemies are surrounding you, or maybe you're setting up a tricky trap for soldiers. Therefore, in any case, you will need to familiarize yourself with the stealth component Dishonored 2.

But in general everything is quite simple. To switch to invisibility mode, just sit down, and if any object is between you and the hunters, then there is nothing to worry about, everything will be fine. No one will see you, unless, of course, you make noise in stealth mode. The guard will not see you until you catch his eye.


By the way, there is one trick: if you saw the guard before he raised the alarm, you can sit down in front of him and then he will not notice you. But keep in mind that you need to move very quietly, without creating any noise.

Restoring mana using Blink and Far Reach skills

Your health and mana generally don't regenerate on their own, and restoration items are limited. Very often players are faced with the problem of lack or complete absence required resources at the level.


It is very easy to avoid such a situation and not put your resources, including mana, at risk. During the game you may notice that using skills such as Blink, Dark Vision And Far Reach, the mana scale fills up again, thereby you can replenish mana and use other, more powerful spells. Recovery occurs exactly until the next skill is used. This decision by the developers looks very cool, because you can use these skills several times, thereby replenishing your mana to the maximum.

Use the Dark Vision skill to spot enemies behind walls

When visiting a new area for the first time Dishonored 2, gameplay is based on its complete study through trial and error. No matter how good you are at eavesdropping and keyhole peeking, you will often run into enemies.

To avoid all these problems at the very beginning of the game, the first thing after completing the first mission is to learn the skill Dark Vision. Thanks to this skill, your hero will be able to sense enemies through walls and doors. Unlocking a skill is very cheap and takes up very little mana, but even if you use it very often, as we wrote above, this skill allows you to restore mana completely. Well, in the future you can improve this skill.


But remember that Dark Vision does not work if you are near the outer walls of a building. In order to see what is going on inside the building, you need to get into it.

Clean up after yourself

If you don't plan to play through the game with High Level Chaos - a frantic style of war, during which you destroy all your enemies on the way to the goal, then be sure to take care of removing the bodies of your opponents, whether they are unconscious or dead. Don't think that since there is no one else here, they won't be found and the alarm won't be raised.

Throw bodies in garbage containers, hide them behind a bush or fence. Place them in the room and close the door. Make a lovely pile behind the sofa. Get creative.


Also go through the victim's pockets, I think you can always find some money there. Well, that’s it for our first walkthrough guide. Dishonored 2 has come to an end, stay with us, we still have a lot of interesting things.

A review of Dishonored 2 will be available in the coming days. Well, if you play on a PC and are faced with optimization problems, then we have prepared for you. Well, for those who doubt whether to buy Dishonored 2, we have prepared tips that will make you buy this game.

In the material: Dishonored 2