Guide to breaking safes in Dishonored. Dishonored. Walkthrough (4) Exploration of Sokolov's house

Royal Physician

Overcoming the third guard post

Before overcoming the third outpost, you must first determine its location. I'll assume that you are initially somewhere along the eastern bank of the river, just outside the Drawbridge exit. Keep your eyes open as the area is patrolled by at least three enemies. You can either eliminate them or bypass them. In the latter case, it is better to choose the path along the bottom, that is, the one that you have probably already walked along with Alec.

Since you're already here, it's a good idea to check out the booth located on this side of the river (if you haven't already). Inside you will find cartridges, Sokolov's healing elixir And pier door key. Follow the main road to reach the transition to the next location (Midrow Substation). Once there, take I'm going, Sokolov's healing elixir, rune, book And note.

There are quite a few guards patrolling the area, so it's a good idea to spend a little time planning what to do next. It is not recommended to take the main road. It is much better to go around the building on the right (in the screenshot above), trying to stay on the roofs or other elevated areas.

The transition to the block where Sokolov's house is located is blocked by another wall of light, and overcoming it can be difficult. To bypass or reconfigure it, you will have to enter the fenced area to the left of the wall.

There are two ways to control the wall of light. An easier solution is to use Transfer (teleport) to get over the fence on the left (in the screenshot above).

A less obvious method involves stopping the mechanism that blocks the entrance to the fenced area. The problem may resolve itself if you use a Time Bend or get to the control room located on higher ground. It is worth mentioning that the approach to the control room is patrolled by one guard, who must be eliminated or bypassed.

Regardless of the method you choose, you will need to remove the power source (blubber tank) or reconfigure the light wall (control panel). Before moving on, explore the entire area to find spiritual balm Pierrot And gold. You can also go to the reservoir and kill the river crunchies to get some money pearls. After you cross the wall of light, you need to examine the warehouse on the left (in the screenshot above). You can only get to the warehouse by teleporting to the balcony on the top floor.

Search the upper floors of the warehouse to find gold, I'm going, Sokolov's healing elixir, spiritual balm Pierrot And three books. Go to the lowest floor and notice the woman cornered by rats (in the screenshot above). The simplest solution to the problem would be to throw one of the corpses so that the rats switch to it.

Approach the woman and convince her to run for her life. It's also a good idea to explore the rest of the warehouse dungeon to find gold, book And bone amulet. You don't have to approach the woman anymore, so you can leave now. Eventually use the passage to [North Side of the Bridge]. Depending on your preferences, you can explore a new area (subsection Study of Sokolov's house), or concentrate completely on the main task (subsection Penetration into Sokolov's house).

Exploring the surroundings of Sokolov's house

The block in which Sokolov's house is located is quite large, but do not neglect to explore it thoroughly, as many valuable things can be found here. Let's start with a few words about the dangers lurking here. The guards are busy patrolling the main road and guarding the cage with the townspeople (in the screenshot above). Therefore, if you plan to get rid of the guards, do not leave the bodies along the main road. This could quite soon (after the townspeople are freed) lead to the accidental discovery of bodies.

It is better to deal with the detained townspeople later, after eliminating all the guards. Otherwise, it will cause unnecessary alarm and the guards will also attack the escaped townspeople. Disable the wall of light by removing the blubber tank and talk to one of the rescued townspeople. You will learn about the location of a safe nearby.

New side quest: Open the safe hidden behind the painting

Now you need to teleport to the balcony of the destroyed building located at the very top, at the foot of which the townspeople were kept. You will recognize the right place by the large painting hanging on the wall (in the screenshot above). Move the picture and enter the combination (294). The safe contains gold And a note, which contains information about the location of another cache.

Go back down and enter the house to the left of the starting point, i.e. the one to which the rescued townspeople returned. On the ground floor there is gold And food. Continue to act according to the information received from notes, found on the roof. Go to the water tap (in the screenshot above) and turn it three times. This will lead to the opening of a secret room. Watch out for the rats that will rush out. After you eliminate them or escape, you can explore the room itself. Inside is gold And spiritual balm Pierrot.

Unfortunately, it is impossible to reach the upper floors of the house with the freed townspeople using the stairs, since they are blocked. Instead, you need to go back outside, go towards the river bank and reach the balconies outside, shown in the above screenshot, using teleportation and the nearby ruins. Resume your home inspection to find gold And bone amulet.

The research is not over yet. I also recommend inspecting the warehouse on the opposite side of the street from the building with the townspeople. It's better to use the door near the working spotlight (in the screenshot above), although you can also enter through the roofs. Inside you will find gold, I'm going And spiritual balm Pierrot.

Penetration into Sokolov's home

Sokolov's house is located at the other end of the block, so if you have not yet eliminated the guards mentioned in the previous subsection, then it is best to bypass them. In this situation, it is most advantageous to turn right (in the screenshot above), thanks to which you can easily avoid any contact.

There are three different ways to get to [Sokolov's House]. The first one assumes that you enter through the front door. Note that the area is patrolled by two guards, so if you don't intend to kill them, you'll need to teleport to the door and enter the house before they spot you. If, however, you are not opposed to forceful methods, then wait until they disperse, and then do your job. Search the area to find pistol cartridges And grenade.

The second method involves entering through the basement located under the main entrance of the mansion. You can get to it through pipes or by swimming. It is worth noting that the basement is not guarded at all.

The third method involves you reaching the upper balconies of the mansion, and this is undoubtedly the best solution if you want to complete this mission as quickly as possible, since Sokolov is located in the rooftop greenhouse. If you haven't yet maxed out Transference and can't teleport long distances, try jumping on the chain, or climbing up to the place where the main entrance is. Beware of the only guard patrolling the upper balconies.

Note - if you were unable to immediately get to the balconies or if you plan to thoroughly explore the mansion, go to the subsection Study of Sokolov's house.

Study of Sokolov's house

New main quest: Find Sokolov

Sokolov's house has a rather atypical layout. The main problem with this is that it is a huge, open area, so enemies can easily notice your movements. You need to especially watch out for the guards moving up and down the house - one opposite the starting point (in the screenshot above) and one to the right, near the basement stairs. If you plan to take out enemies, choose your targets carefully and take care to hide the bodies.

On the ground floor of Sokolov's house there is Sokolov's note, from which you will learn that Sokolov is now in the greenhouse. Here you will also find installation tool And painting by Sokolov(in the screenshot above), but steal works of art only after clearing the area. At the same time, be aware of the wall of light and do not cross it while it is active.

After exploring the first floor, you need to go up to the third. Note that some of the second floor corridors are protected by walls of light (in the screenshot above), so take your time. On the second floor you need to be wary of new guards and two maids, who may also notice you.

There are many approaches to overcome the above walls of light, such as walking through pipes or using Transference (teleportation) to get to the rooms on this floor or even to the top of them. It is best to de-energize the walls of light to avoid accidental death from contact with them.

I advise you to examine both rooms on the second floor, as here you can find gold, I'm going And Sokolov's healing elixir. Once you've explored the area enough, look for the stairs shown in the screenshot above leading to the third floor (it's near both walls of light).

Beware of the two new guards on the third floor (in the screenshot above). It is better, of course, to neutralize them, but you can pass by them unnoticed by turning left and walking through a well-lit area with a lot of pipes. Use the door to Sokolov's private chambers and find gold, four books, bolts, sleep darts And spiritual balm Pierrot. Eventually head up the stairs to the roof.

Remember that Sokolov must not die, or you will fail the mission. The best thing to do is wait until he stops somewhere for a long time, sneak up from behind and choke him. If you are spotted, use sleep darts and don't let Sokolov escape.

New main quest: Take Sokolov to the boatman Samuel under the bridge near Sokolov's house

Before you pick up the unconscious Sokolov, it's a good idea to do a couple more things. Take key to Sokolov's house and use it to free the captive woman. Look around the greenhouse for Lieutenant Nils' report, Sokolov's healing elixir(another one can be made) audio recordings And runes. It's also a good idea to return to Sokolov's personal quarters on the bottom floor and use key to open one of the cabinets to find whole three valuable bars.

Return to Sokolov and take his body. The easiest way to leave the mansion is to teleport from one of the balconies (in the screenshot above).

If your Transference is not sufficiently developed, I advise you to take Sokolov down to the third floor. Turn left to reach the elevator shown in the screenshot above. It doesn't work by default, so you need to bring the blubber tank here and place it in the slot. After power is restored to the elevator, use it to return to the first floor, or more precisely, to the area directly at the main entrance to the mansion.

New Main Quest: Travel with Samuel and Sokolov to the Dog Pit Pub

The only thing left to do is return to the meeting point, but be careful, as new guards have appeared here. You don't need to go through the main streets, especially since Samuel is waiting for you on the riverbank under the bridge (in the screenshot above). During the conversation with him, confirm that you want to leave this place.

Dishonored. Walkthrough (4)

  • general information .
  • Achievements . Questions - answers .

04. The Royal Physician

"Dog Pit"
Dishonored Walkthrough. Pub "Hound Pits"

We go to Lord Pendleton, then we get a task from Admiral Havelock. In this mission we need to capture Sokolov, the royal doctor and, part-time, artist. We approach the boatman and go on a mission to the Kaldwin Bridge.

South side of the bridge
The south end of Kaldwin Bridge

The task becomes more difficult. We need to turn off all the spotlights in the area so that the boatman, Samuel, can sail on.

We rise from the embankment to the street. We see two guards talking. We teleport forward behind the house, climb up onto the roofs, and go around all the guards along them. We enter the house to the left of the guard booth.

We go up one floor, we see a cart on rails and a connector for a container on the wall, we find warehouse door key. We go up another floor, teleport to another wall, take the container with blubber. We go downstairs with it, insert it into the connector. We jump into the cart, press the lever and ride along the rails to the next building.

We teleport to the canopy of the second floor of the building on the right, enter the open room, from there we jump from the window into the nook behind the lattice gate. We go down the stairs, climb up the chain, take the rune (1/5).

We watch the guards walking from below, select the right moment, jump off and teleport to the dark alley nearby.

There is a door ahead leading to the next location; we first go through the left door. Behind the door we go down the stairs, walk along the path under the bridge, and stun a couple of guards. By pressing the lever, we lower the small bridge, walk across it, and teleport to the second floor. Inside the room we put the mourner to sleep, take away bone amulet (1/3). We return back to the surface.



Drawbridge
Dishonored Walkthrough. Drawbridge Way

We go out to the next square, we see in front of us the aristocrat Pratchett and the guard. When they finish talking, the aristocrat will go into his house and lock the door behind him. We teleport to his house on the 2nd floor balcony, here we wait for the aristocrat and put him to sleep. We take it away Pratchett's house key, we collect useful things. We find the safe, open it using the code 473 (On the next table we find a hint. Using the hint, we look at the numbers in the paintings: the picture of the street on the first floor is 4, the picture of the icebreaker on the third floor is 7, the picture of ships on the second floor is 3), we take the rune (2/5). We climb up the stairs to the roof and jump over to the balcony of the neighboring house. In it we silently put the psycho to sleep, take the rune (3/5). We continue along the roofs and houses.

We see in front of us a fortified guard tower, as well as two bandits in the gateway. We teleport down past the bandits and go down the stairs to the water. We find a boat of bandits with a note from Slekjov. We pass under the bridge along suspended walkways. We see many boats on the water, we pass by them, and climb up.


We approached the large tower of the arched bridge. There is an electrical installation right under the tower; you cannot approach it. You can climb the tower along its inclined curved support, and from there teleport to one of the floors of the tower. We climb the stairs to the very top. In the upper room, press the lever to raise the bridge. We rise to the roof of the room, jump over to the bridge, and silently move to the other bridge tower.

Here we again rise to the roof of the upper room (you can turn on dark vision and move to where the electrical cables lead). At the top we take out two containers with blubber; this will cause the spotlights to stop working. The task is completed.


(Additional task: help the scavenger (Free the Scavenger))

We go down the stairs to the very bottom of the tower. We silently put all the guards to sleep, take it from one of them Drawbridge Dungeon Key. We open the cage to free the bandit. Together with him we go further along the bridge. We go under the bridge and use darts to euthanize the river krusts hanging on the ceiling. We reach the lattice door. Now you need to get the key.

We go back, climb to the top of the bridge, neutralize two guards, and take the key. But it is not safe to continue helping the bandit - if you open the door to him, a whole gang of bandits will attack the hero. It’s better to prevent an attack - climb to the second floor yourself, put two bandits to sleep and take their pearls.

Midrow Substation
Dishonored Walkthrough. Midrow Substation


We go into the room, take the rune (4/5). We go out onto the roof and see guards talking below. We wait until one guard remains, quietly stun him and drag him closer to the water. Here, by the water, we shoot the living growths on the walls with crossbow bolts and take away their pearls. We return to the street and silently eliminate several more guards. We climb into the glass post at the top and press the lever there. This will stop the big flywheels. We go down, go through the stopped mechanism, and remove the container with blubber from the connector. You can now walk through the switched off electrical wall.

We pass forward, next to the door to the next location we climb onto the balcony on the left. Inside the room we go downstairs, we see a girl on an island, surrounded by plague rats. We shoot the rats with crossbow bolts and approach the rescued girl. Near the corpse we find bone amulet (2/3). We leave this building.

North side of the bridge
Dishonored Walkthrough. North End


We go along the alley, using the teleporter we climb into the open window on the right on the 2nd floor. We enter the room, go out to the cliff on the water side, teleport to the balcony of the 3rd floor, pick up in the room bone amulet (3/3). We move further along the roofs to the goal.

We see ordinary people on the ground, locked behind an electric wall. We go down and neutralize all the guards on the ground around us. We approach the electrical wall, on the left we remove the container from the connector to de-energize the wall. For such help, the rescued people give the code to the nearest safe and run away from here. Here we climb up to the third floor of the destroyed house, move the picture aside, find a safe, enter the combination 294 , we take away the gold bars.

We get off and walk further down the street. We see a boarded up window on the left on the 2nd floor. We use teleporters to climb higher, to the balcony of the 3rd floor. Inside the building we go down, there will be a safe without combination lock, we take away a valuable item inside.

We climb on the roofs as high as possible (with the magic “transfer level II” it will be much easier here). We jump over to the balcony of Sokolov's house.

Sokolov's House
Dishonored Walkthrough. Sokolov Manor

Having made our way along the roofs, we find ourselves in a room next to the library. We silently stun all the guards in the area. We take the container, fill it with blubber, take it and insert it into the connector in the library. This will activate the elevator. We go down on it and clear the entire lower part of Sokolov’s house. In the large central room we pick up painting "Lady Boyle's Minimization Argument".

Homecoming.

Corvo, the main character, has returned from a long journey across the islands in search of a cure for the plague. Having moored, we look around. We sail to the tower, and then head to the empress with a detailed report. On the way we meet Emily, the daughter of the empress, and hug her tightly. Let's play a game with her, because we haven't seen each other for so long. We go up to the gazebo, meet Jessamy and give her the letter. The guards have disappeared somewhere, and enemies are approaching from the roof of a neighboring building. We shoot a couple and also learn to block blows. It will not be possible to save the empress, and her enemies take her daughter with them. The guard who arrived late, without delving into the essence of what happened, accuses us of murder.

Hide and seek (optional).

We run after the girl under the stone bridge. When she starts counting, we go up the stairs and enter stealth mode (crouch). Soon she will give in and then we can go down to Emily.

Innocently convicted.

After the torture we are taken to a cell. The prison guard leaves food near the door. We eat the bread, pick up the note and the key. We unlock the door, go out into the corridor and take a blade and a couple of dozen coins from the table. We deal with the enemies, do not forget to block their blows. We run to the bridge and climb up. We collect a lot of supplies, including healing potions and pistols. We go into the corridor, kill two. We select the key from the guard's belt. We open the door and run along the walking path. We jump down, on the right, in front of the interrogation room door, collect coins. We enter the interrogation room, pick up coins from the table and the report of the duty officer. We get to the safe, from where we remove the time bomb.
We run back, kill two. Don’t forget to search the bodies for trophies (coins, cartridges). We cross the prison yard and find ourselves in a corridor. We kill the guards and search the rooms on the left. We pull the lever and go through the opened door. We deal with the enemy and take supplies from the shelves on the left. We set up explosives and run away. Outside the bridge has risen, we jump down into the water. We swim to the sewer, from where we get into the catacombs.

Fugitive.

We move straight, open the door. We read the note on the box. We climb up and crawl forward in stealth mode. We see two of them being chewed to pieces by starving rats. We jump down and continue moving. We are afraid of rats, attack them little by little and retreat back. We swim through the center and remove the body from the valve. We unscrew it and get to an area with a large number of rats. On the right side, through scattered objects, we make our way to the center. We grab the corpses and throw them on the ground so that the rats are distracted by them. We quickly unscrew the valve and move on. Let's turn right and grab the chain. We climb up and find the equipment left for us - a mini-crossbow and a more advanced blade.

We open the grate and use a squat while running to slide under the stretch. We go to the parallel side and jump up. We carefully go down the stones. We can jump right on the enemies' heads and hold down the hit button to instantly kill them. Let's practice this, and then get out, where our ally Samuel is waiting for us.

Secret allies.

Having arrived in a new area, we reach the Dog Pit pub. We communicate with the loyalists Admiral Havelock and Lord Pendleton. Let's visit Pierrot in his workshop. During the production of equipment, the blubber tank is emptied. We go upstairs, take the full tank and install it in the device below. After some manipulation, we get the assassin's mask. You can also purchase ammunition and upgrades for the weapons we have from Piero. Before going to sleep, we can look around the rooms on the floors of the pub; there are probably a lot of interesting things there.

Alien's messenger.

Having woken up, open the door on the left and go upstairs. We meet an Alien who gives us unique abilities. The Transfer skill allows you to instantly cover short distances. Hold down the corresponding button and point the sight at the point where you want to move. From the chest we select a spiritual balm, which restores the hero’s mana. We continue to move further and further, actively using transference. We receive another gift from the Alien - a living heart that will show the right path to runes and amulets. You need to switch between heart and transference. These two abilities cannot work simultaneously. We see that the rune is below, we jump down there. We move around the islands using transfer. We select a rune and spend it on the appropriate skills. For one rune we can acquire only two abilities - Dark Vision and Vitality. Alien returns us to familiar reality.

New day.

When we wake up, we see a sign on our hand. The dream turned out to be prophetic. We go down to Admiral Havelock and receive the task - to kill Campbell.

Rune (optional).

With the help of the heart, it will not be difficult to find the rune in the vicinity of the pub.

High Warden Campbell.

We get to Samuel. We arrive at the wine district. You can get to the first wall of light in three ways: through the alley on the right, climbing the boxes on the left, or straight ahead by pulling out the barrel of blubber. Let's go straight and deal with the guards. On the other side, we similarly remove the barrel of blubber and get to Holger Square.

We kill the enemy, talk to the prisoner Martin. We release it by pulling the lever on the left. Let's go further, climb the boxes on the right and go to the other side of the gate. There are three opponents here, let's quickly neutralize the lone patrolman. Then two more when they go their separate ways. We enter the room to the left of the gate and deal with the enemies. Through the square we enter the territory of the office, and then into the main building. We go upstairs to Campbell's office. We send a glass of Campbell, leave the room and close the door behind us. After the bell strikes, they will arrive to taste the drink. Campbell will die, and we will break into the office and take away the incriminating diary. Meet Samuel in the backyard. You can get to it undetected by crossing the roofs and then going down the chain.

Rescue Captain Karnow (optional).

We communicate with Callista near the pub. She asks to save her uncle, whom Campbell is going to send. In order for Karnow to stay alive, while in the High Overseer’s office, we only poison Campbell’s glass. Then, when Karnow calls the guards, they will attack him. It's time to intervene and kill the guards. Karnow will run away and thereby be saved.

Old Rags (optional).

We will find her in an abandoned house in an alley. After talking with the blind old woman, we get the key. We unlock the door and immediately attack the uninvited guests. They can attack with fire, so getting close to them is not recommended. As a reward we will receive a rune, which can be taken from the top floor.

Guests (optional).

Rags will give you one more task, to climb into Galvani's laboratory and steal the elixir of plague. We enter Galvani's office and go up to the third floor. We pull out the dummy book on the bookshelf. We remove the insides of the rat. We get to the Dunwall distillery. We can't get past the guard at the bottom of the stairs unnoticed. Therefore, we neutralize him with a firearm or crossbow. There are two more ahead and one patrolling the area. We can climb onto the roof on the right and get to the entrance to the distillery. Once inside, before the stretch, turn right and open the door. From there it is easy to get into the room on the right and poison the elixir. Let's return to Vetosha for the reward.

Confusion of the caretakers.

We meet Havelock Pendleton in the yard. After a difficult task, you can sleep. If you don’t immediately agree in the dialogue, you’ll have to go up to the bedroom on your own.

Having woken up, we will go down to Havelock. At night, the servants heard strange sounds coming from the catacombs. We get the key and go downstairs. We move forward until we meet two mourners. They are very dangerous in close combat, so we attack from a distance or with short strikes and then move back. Let's kill two and return to Havelock in the pub, unlocking the basement door.

House of pleasures.

After talking with Martin and Havelock, we'll head to the boatman and go to the Golden Cat. Not far from the shore we can listen to instruction from Peddleton; after all, we will have to kill his brothers - Morgan and Custis.

Slackjov (additional).

Having arrived at the wine district, we will go to Bottle Street and then to the distillery, where we will meet Slackjov.

The Missing Crowley (extra).

Slackjov will help us get into the Golden Cat, but on the condition that we help him find Galvani. First, let's visit his office. On the way back to the wine district, we will encounter mourners. The consequences of our previous actions are obvious! The Bottle Street alley is home to assassins. Let's lure them to the bandits, they will distract them for a while. We have already been to the office before, we go up to the top floor and take away the evidence next to the body of the informant Slekjov. At the same time, we’ll open the laboratory again by pulling the dummy book on the bookshelf and take the rune. We deliver the audiogram to Slekjov. We refuse the service.

House of Pleasures (continued).

We get to the Captain's Bridge hotel. There are more guards and in order to get past them, you will have to study the route. Having penetrated inside, we go upstairs. Along the roofs on the left we get to the balcony. We enter the “Golden Cat”, now we act carefully and slowly, since there is security at almost every step. We penetrate into the smoking and cream rooms; We destroy the main targets and girls so that they do not have time to call for help. All that remains is to penetrate Madame Prudentia’s office and also deal with her. We search the body, take the key, and from the table - the visitors' book. We find out that Emily is being held on the top floor. Let's go up there and enter the room. We follow the girl to a special door for important guests. Let's return to Samuel.

Distinguished guest.

The heiress is safe, now Callista will take care of her peace. Let's talk to Pendleton, his condition is not difficult for us to understand; On the one hand, we did a good deed, and on the other, we killed two of his brothers at once. Havelock and Martin are waiting for us in the pub with a ready-made plan of action.

Royal physician.

Anton Sokolov is a very influential doctor. The loyalists want to extract from him the name of the Lord Regent's mistress. To do this, we will arrive at the Kaldwin Bridge and first of all turn off the spotlights, which at night will treacherously betray us to the guards. Having walked forward a little, we will jump along the planks on the right onto the chain, and then from the chain to the other side. We go up the stairs on the right and, looking up, we will see a ledge along which you can climb to the ventilation pipe. We move along it until it breaks. We jump down in front of the trash can. Walking along the wall, we enter the building. We go up to the third floor and turn the valve. The chain moved forward, through it we will get to the other side. We take the tank with blubber and connect it to the control panel next to the trolley. We pull the lever and quickly jump onto the trolley. Once on the other side, we carefully jump down. Let's watch for the enemy and attack him in a jump. The rest will not be difficult to deal with, or just walk past them to the door leading to Drawbridge.

There are two guards talking ahead. Let's go behind the cover to the left and jump onto the roof on the left. Let's jump down to the left onto the boxes. We go straight until we see a device that produces an electric shock if we approach a certain distance. Let's turn around and see a passage down on the right. Let's jump across the river in boats. It is dangerous to be in the water, because... predatory fish live there. We climb up the boxes, wait for the enemies to leave and go across the small bridge (to the left of the main bridge). We clean the room, use the wires to locate the control panel and de-energize the current-producing device by removing the tank with blubber. Now we go up the stairs to the top level. We kill the guard, pull the lever on the control panel. The bridge has risen, let's jump onto it over the wall in the center. We move to the other side and also climb up the wooden structure by carrying it. We remove the tanks with blubber and turn off the power to the spotlight. Along the side supports of the bridge, we carefully slide down and get to the Midrow substation.

We go out onto the balcony and follow the ventilation pipe on the right to the end. We can jump onto the locker and kill three opponents. We go upstairs, pull the lever. The structure on the left has stopped, let's crawl under it and activate another lever. We pass the barrier and go to the North side. We immediately turn into the alley on the right and jump onto the roof using the transfer. There are two people standing in front of the door to Sokolov’s house. We can watch for one of them behind the box, or attack right away.

Going inside, we go upstairs. The rooms have no ceilings, so we climb up the wall using a transfer and penetrate into the area surrounded by barriers. We open the doors and go under the pipes on the left. We rise even higher and talk to Sokolov. We stun him from behind and carry him on our shoulders to Samuel. So that we don’t have to go through the entire path that we took again, we gradually go down under the bridge by carrying it. Moreover, he is almost below us.

Interrogation.

After a hard day you can relax. We wake up to Emily's voice. There is nothing wrong with her staying in our room, which is what we inform her about. We go downstairs and see Pierrot peeping through the keyhole at Callista. Let's ask him not to spy. Let's not bother Callista and go straight to interrogate Sokolov. Let's talk to him and try to bribe him. To do this, we will purchase a bottle of King Street brandy from Pierrot for 150 coins.

Lady Boyle's reception.

We find out the name of the lady who posed for Sokolov. Just today there will be a reception in honor of the Boyles, where all three sisters will be present. Having arrived at the location, we go up to the shore. There are big guys roaming the streets, we keep our distance from them. We get to the estate along the roofs or simply along the street parallel to the big guys. We jump over the gate on the boxes. We approach the guests, the girl’s invitation flies away. We catch him and show him to the gatekeeper. We approach the gate and enter the ball. Then we get to the lobby of the mansion.

Inside we communicate with the guests and receive some kind of hints. You need to get to the second floor to find out who is hiding behind which mask. The path to the stairs was blocked by a barrier. A guard stands motionless nearby. We will steal the key from him in such a way that the servants will not notice us. Wires from the barrier lead into the room on the right. We unlock it and go inside too, without being under the gaze of the maids. Carefully, bending down, we rise to the second floor. We search the first bedroom, read the diary on the table and take the key. Next is Esma's bedroom. There are a lot of guards here, it is not necessary to eliminate them, the main thing is to sneak forward and turn left. Reading the diary in the bathroom. In the room next to the bed there is a table, and above it there is a lever. We pull it, teleport to the opened passage above. Through the attic we get to Waverly's bedroom. From the table we will take the key to the bedroom itself, from the closet the key to all the doors of the Dunwall Tower. The most important thing is information from which we find out that our target is dressed in black and is paranoid. Let's return to the lobby and tell Waverly her name, then tell her that someone wants to kill her and ask her to follow us. Let's go down to the basement, or rather to the wine cellar, where there are no servants or guards. Let's kill her and leave the territory from here, through the catacombs. We swim quickly and preferably underwater. Having unscrewed the valve, we immediately turn left and try to have time to swim under the closing gate.

Note from Pendleton (additional).

Pendleton will ask us to give a note to Lord Shaw. Of the signs - a wolf mask. As soon as we enter the territory of the estate, we will find Shoua and pass on the notes. Let's follow the duelist, pick up a weapon and stand at the indicated place. So, we turn our backs to the enemy. On the count of “One”, we turn around and shoot. Back to Pendleton.

Decisive blow.

The Lord Regent lost financial support from Boyle and began to weaken. Let's talk with Lord Pendleton, and then with Admiral Havelock.

Return to the tower.

Let's chat with Callista in the pub. She will report that Emily constantly plays hide and seek with her and does not want to study at all. You can find it in the attic, in our room.

Samuel will take us to the Dunwall tower. We swim inside through the lock. We climb up, then along the side pipes. In the wall you can see a small passage with red pipes. We quickly pass through the rotating mechanisms; we will meet rats ahead. Let's jump to the door in the center. Opening it, we will see an installation that produces an electric current. Let's dash (or carry) to the left and from there we'll pull out the tank with blubber. We go up and neutralize the enemy standing with his back. Next, there will be enemies on both sides, it is best to get rid of both. From one of them we take the key to the side door, to the left of the barrier. Going outside, we are afraid of a patrolling bruiser and rats nearby. When he turns around, we will follow him, but hide behind the side passage. We get to the stairs, we can wait until the enemies pass and jump over the small wall and kill the enemy standing nearby. Don't forget to quickly hide the body. We go further, there are big guys patrolling here, without falling under his gaze, we move to the left along the wall. We jump over it and run straight, then turn into the room. We eliminate the enemy, go upstairs and turn the valve. A passage has opened, through which we will jump into the water and from here it is easy to get to the doors of the tower.

We open the doors, eliminate the guard who turned towards the stairs, while others communicate with the Lord Regent via video link. Let's hide the body in the side room. Under the stairs on the right there is a door, let's go through it. We'll take the key from the wall on the left. We go further, there are guards talking ahead. Let's turn right and go upstairs. Let's look into the first room on the left, take the security key and unlock the door. We remove the tank with blubber. There is a guard next to the next door, but he will soon move away and we can go through the barrier. We get to the stairs, go up the left side and continue to walk along the side we found ourselves on.

We get out onto the roof, the area is patrolled by guards. We approach the building where the Lord Regent is located on the right side. We can jump inside from the window. Let's deal with the enemy indoors. Then we'll go through the door on the side, go up the stairs and take out the tank with blubber. We'll drag the corpse here. The second guard will come running, we deal with him in the same way and drag him to the stairs. Now we can climb up and finish off the Lord Regent before the big guy sees us. We hide the corpse on the side and return to Samuel. To do this, let's go outside the same way we entered. We run to the opposite side and jump into the ditch. We swim to the left and get out onto land. We run along this side all the way and, in order not to fall on the rocks, we use a teleport towards the water.

Visit the executioner (optional).

In the kitchen on the first floor of the tower, we overhear a conversation. Maid, let's take the food to the executioner. After following her, we will find the executioner. We move along the second floor to the end of the corridor through the rooms on the left. The servants will probably have to be killed or silenced. It is quite difficult to sneak up on the executioner unnoticed, but the main thing is to quickly kill his dog, and only then deal with the interrogator, as the local guards call him. We block his blows and strike back; no one will come running at the noise, so we’ll deal with him at a calm pace.

On the eve of the coronation.

The Lord Regent has been defeated, and now nothing can stop Emily Kaldwin from taking charge of the country. Let's celebrate this event in the pub with the loyalists. Next, we go up to our bedroom and, upon reaching the bed, we lose consciousness. Lord Pendleton and Admiral Havelock planned to poison us and appear before the country in the “white light.” However, Samuel practically saved us. Instead of a full dose, he mixed only half into the drink.

With the flow.

Waking up in a boat in the middle of a flooded neighborhood, the assassins take us to Daud. During the beating, we are transported to another reality, where we communicate with the Alien.

Flooded area.

We wake up in a hole, put on a mask and start throwing bricks into a wooden hatch. Let's break it down and climb up by carrying it. We take useful items from the table, including a more or less usable blade. We go up the stairs and destroy two assassins. We jump off the water and head towards Daud.

Essential Tools (Additional).

We jump into the water and swim to Greaves' fat factory. We are afraid of spitters and mourners gathered in a group. In front of the fat factory building, there is a smaller building. Next to the stairs and the blubber filler we will find a tank and fill it. Let's bring it into the building, install it in the connector and pull the lever. Now we can climb the stairs to the fat factory. We move around the building through the pipes and climb up along the chain. We wait for the assassins to leave and move upstairs. Another closed grate, let's go to the right and break the fragile wall above the grate. Let's take the tank, fill it with blubber and activate the lever. We go down to the very bottom, where we will find our equipment. But before that you will have to kill five mourners. The “time bend” ability will help you defeat enemies in a few seconds without harm to your health. We go up the next stairs, turn the valve and get out.

Flooded Quarter (continued).

We will be hindered by fast and strong assassins all the way. They are able to instantly teleport and see well from long distances. The surest way against these enemies is the “time bend” skill. Of all the methods presented, we will choose revenge. We run up and deal with him and his guards. We take the key hanging under the counter. We go down into the tunnel, from where we get out to Radshore.

We get out of the hole and go right along the rails. It is dangerous to go forward, there are too many big guys controlling the territory. We climb up the wall of the destroyed building by carrying it. We are waiting for the trolley to pass, and we can jump onto it using the same transfer. Once at the gate, do not forget to jump to the side, otherwise the light wall will split us apart. We remove the tank with blubber. We go down the chain on the left. We select the moment and run to the door. Let's go to the Old Port.

Works and worries.

We easily reach the hatch, turn the valve and jump down. We communicate with the wounded bandit, who tells us where we can get the key. We jump onto the red pipe, go left and crawl through the narrow passage. We run quickly and swiftly along the lower paths so that the creatures cannot hit us. We swim underwater and climb up, we’ll get straight into the “Dog Pit”. Sneaking up from behind, we take the universal key from Vetosha. We get to the drainage pipe, break through the boards and on the stream return to the locked doors. We share with the mourners. After we break through the wooden fences, another one will be right behind the shield into the room, where two creatures will attack us at once. Therefore, it is easier to use "time bend".

Help Slekjov (optional).

Sneaking up from behind, we steal the key and Old Rag. She will find out about this, and we will promise to kill us. Slackjov advises destroying Vetosha's cameo. We go upstairs to the witch's room. We take the cameo from the bed, pull the stove lever, put the cameo in the stove and pull the lever again. We save from rats by standing on the bed. All that remains is to finish off Rags, let's hit her with a knife. We free Slekjov by pulling the lever.

Loyalists.

Entering the pub, we communicate with Cecilia. She will tell us about the latest events. Let's go upstairs and unlock the door with the keys on the left. On the street we see a big man and two guards. When the big guy disappears around the corner, we jump off to the left and get to the door. There are also quite a few guards inside. We'll take Havelock's orders from the bar counter. We go upstairs and read the letter from Emily. We get to Callista, pick up the key and another letter. From the bedroom we will get to the roof, and from the roof to the tower. We unlock the door, go inside and give a signal to Samuel by firing a rocket launcher. We go to the shore on the other side and meet with Samuel.

Rescue Pierrot and Sokolov (optional).

From our bedroom window, we can get out to the roof. We carefully jump onto the ventilation pipe and move along it to Pierrot’s balcony. Sokolov and Pierrot, while they were in captivity, came up with a certain device. We will find the drawings for it in the pub on the second floor, in Havelock's room. We return the same way, eliminate two guards and, having taken the drawing, deliver it to our allies. The discharge column is ready for use, let's burn the enemies!

Guiding beacon.

Samuel will take us to the lighthouse on Kingsparrow Island and immediately ask us to leave the boat. His intentions are to expose us to our enemies. He fires into the air, and the guards come running to hear the noise. Let's deal with them and go towards the harbor. We go along the bottom, open the hatches in the floor and climb up. We deal with the two guards, making sure that the searchlight is not directed at us. There is a drainage pipe between the harbor and the sea. Let's climb onto it and remove the tank with blubber from the harbor side.

Let's return to the barrier and jump over the gate. We watch the fight between Martin and Pendleton. Let's climb the walls on the right and, hiding behind the boxes, go up. We eliminate Martin and take the key. On the left side we get to Pendleton, he will die in just a minute, but we can finish him off to speed up the process. We run up, then straight. There is a discharge column ahead, so let's cross the bridge from below. We unlock the lift door and go upstairs.

We kill a couple of guards and climb to the very top of the lighthouse. Havelock grabbed Emily and is about to jump! We use the “bend of time” and quickly run towards them. At the last moment we snatch the girl from the admiral’s hands. Let's watch the final video.

As Corvo Atano, bodyguard of Empress Jessamine, you arrive by boat at Dunwall Tower with an important message. Get out of the boat and go to the bridge. On it, Emily, the daughter of the Empress, runs up to you. If you agree to play hide and seek with her, an additional task will begin with training in stealth.

Follow Emily to the gazebo to meet the Empress. Jessamine speaks there with Burrows, the head of the secret service. Now you can talk to her yourself and give the letter to [F].

It looks like the news was bad; there is no cure for the Plague yet. Suddenly you are attacked, the first battle begins. Corvo has a sword in his right hand and a pistol in his left. You can repel the attacks of assassins. However, the gun solves all problems in one shot.

Innocently convicted

Corvo was convicted of the murder of the Empress. Hiram Burrows appointed himself regent; all he had to do was get Corvo’s recognition, although even without him there are enough grounds for execution.

You find yourself in Coldridge Prison. Go to the grate and eat [F] the bread that is on the floor. Below it is an anonymous message, read it. There is a key under the letter. This is a matryoshka doll. Open the door and get out. Take the city guard's broadsword from the table. There are also coins on the table. Sneak [C] up to the guard standing in the passage. You can stun him by holding [Left Ctrl], and then grab the body [F] and drag him away from prying eyes. The second guard also soon manages to turn his back on you, so don’t hesitate. Only the walking sentry remains; attack when he goes in the opposite direction from you.

The way forward is open. Climb up using [Space] along the supports highlighted in red. Here you will find a pistol. The next sentry on the way is outside the door. He looks down from the bridge very carelessly. Steal his key and stun him. Continue on to the Walking Path. Another guard. Finally we go downstairs and go to the “interrogation room”. There is a safe with explosives here that we need.

Now you need to install it. We follow the retreating guard through the bars down into the “Prison Yard”. You can bypass the guards by walking in the shadows along the very edge of the courtyard. Make your way to the Post Wing. The easiest way is to get through the first door on the left, stun the guard, go through the next door, stun the guard, and use the lever. Now you can go out and stun the walking sentry. You take down the sentry who is standing behind the opened gate when the second one turns away. Then you remove it too. Plant a bomb and run [Left Shift] away. Turn around and run into the resulting passage. The bridge rises, we jump into the water. Swim to the other side, to the entrance to the “Catacombs”.

Fugitive

The prison escape has been successfully completed. Now you need to cross the "Catacombs" to get to the River "Renhaven" and meet with the messenger.

The grate will not open. But on the box there is a note addressed to Corvo. Climb onto the boxes and climb between the pipes. You will have to sit down [C] anyway. Below you, rats are eating two guards alive. You jump down, the grate at the back is also locked, so you can only go forward, into the sewer. Jump into the water, you will have to swim towards the “hidden things” marker. When you see a ladder, get out of the water and follow it. Remove the corpse [hold F] to use the valve. Go forward and go higher, so you can bypass the grate. A small scene with the dumping of corpses who died from the plague. It seems that those doing this dirty work were given some kind of “elixir” that protects them from infection. The winners are the carnivorous rats, who are given a free lunch. The rats will not disdain a living Corvo, so run below and climb up to the platform in the center. From there, throw three bodies to the rats to distract them. Run and turn the valve yourself to open the gateway. Go ahead. Here you will see a chain hanging down. Jump on it and press [F], or just approach from a convenient side. Climb up and jump onto the platform. Be careful: there are tripwires here; if you break the wire, the grenade will explode. And in the branch there is even a shooting stretch. And here is that very hidden equipment, along with a letter to the Lord Protector.

So, you need to go to a meeting with Samuel. You now have excellent weapons - a blade and a crossbow. In the latter we are interested in sleeping darts. Hold [mouse wheel] and select "sleep dart". You can now unlock the grill using the key you received. New stretch, but this time we’re learning how to tackle: run up and press duck [C]. And you fly under the tripwire.

We can move on. Climb up with your usual movement. Then jump down the hole to where the voices are heard. Shoot the guard with a sleeping dart. The next two can be taken out with a simple stun. There is also an option to swim under them and quietly climb out of the water when they turn away. Perhaps swimming past them all is the easiest way. You pass the guards and find yourself in a passage to the surface. The boatman Samuel is waiting for you here.

Secret allies

Samuel brought you to the Dog Pit. Follow him. Enter the Pub and talk to the "Loyalists". They need the help of an experienced man loyal to the empire, and Corvo is perfect for this role. You are sent to Pierrot. Exit the Pub the same way you entered and go into the workshop. Pick up the "empty blubber tank" and go up the stairs. Place the tank in the filler, pull the lever, pull out the tank, go down, install the tank with blubber in place. Now Pierrot will complete your assassin mask. He can also now modify your ammunition. To begin with, I would advise you to buy sleeping darts and an installation tool. The remaining items are clearly lethal. You can also buy upgrades on another tab. When you're done, go to bed.

Corvo will wake up to the sound of rain on the roof, your room is in the attic of the Pub. But this is not the strangest thing: something completely abnormal is happening behind the door. Go upstairs to the "strange attraction". The Alien, as he called himself, will give Corvo magical powers - teleportation over short distances. A useful skill, nothing to say. To use it, hold [Right Mouse Button], aim at an empty spot on the other side, and release the button. Move along the chain of stone blocks hanging in the air. If you can't "fly", move closer to the edge of the platform to reduce the teleportation distance.

The next gift from the Alien is a “heart”, which indicates the location of magical runes and bone amulets. If you point it in the direction where there is one of the objects, the heart will signal this. You can find it in the devices tab in your inventory. For now, just move towards the rune. You will have to go down a lot. Spin the mouse wheel to change heart to teleport and vice versa. At the end, pick up the rune. With its help, you can acquire new skills or improvements of your choice. Since we are going through the game without killing, I recommend taking “Dark Vision”.

Corvo finally truly wakes up. This adventure was not an ordinary dream, because the mark on your hand and abilities are still with you.

Talk to Amiral Havelock in the pub. He will instruct you to eliminate Campbell. Go outside and go to Samuel, on the way you will meet Callista, she will ask you to save her uncle - captain of the city guard Karnow. You can also go to Pierre, he has runes for sale. When you're done, talk to Samuel and head to the Wine Quarter.

You find yourself in the “Wine Quarter” location. You can stun the guard, or wait until he leaves. Soon you will come to the “wall of light”. It can be turned off, or somehow bypassed. The easiest way is to simply remove the tank with blubber. Although you can do any other method described in the tip. You can climb up the boxes to the roof, which are located here. If you have learned the ability to possess, you can try yourself as a mouse. I won’t burden you with the details of each method; Dishonored is good precisely because you can get to your goal in so many ways.

Old Rags (optional)

You can go to the right, to the house of Staraya Vetosha. Visitors pester her. Arm yourself with sleeping darts (you can find several in the room to the right of the door), open the door and shoot the bandits. Talk to the old woman, go upstairs and take the rune.

Guests (optional)

Rags invites you to continue the fight against the Bottle Street gang. Make your way through the roofs and pipes to Dr. Galvani's office. You need to stun the guard to get the key to the laboratory. Find the “dummy book” on the bookshelf, a secret door will open. Take the giblets of the plague rat and get out of the office. Now you need to get to the Dunwall Distillery. Make your way along the roofs and pipes to the front door; on the right on the table is the key to the entire distillery. Go inside. Jump onto the barrels and teleport behind the tripwire. Jump on the chain. Teleport from it or jump onto the pipe, and so on to the door. Go down, you don't need a key - you can just crawl under the barrel while crouching. Contaminate the contents of the still. You can return to Staraya Vetosha for a new rune.

The second wall of light is more difficult to overcome. For example, I went down to the very bottom and went to the left, using teleports to pass the visibility range of the bandits from Bottle Street. The next goal is "Holger Square". There is so much cover below that it is not difficult to stun the soldiers one by one. Warden Martin is waiting for you in the square. You can free him by activating the shackle lever to his left.

Climb to the porch roof using teleportation and climb over the fence. Now you need to get into the “Office”. To do this you need to pass another grate. For example, using teleportation, I climbed into the window of the building on the left. Coming out of the other door, go down the stairs - the pipe leads straight to the Office. Climb up the chain. Enter the door to the Kennel, from where you can easily get inside the Chancellery. Head upstairs, we're looking for "branding instructions." Stun the guard inside and read the instructions on the table. Now that we know about the mark, we can go to Campbell's office. Activate any of the glasses on the table and select “pour both glasses.” Now hide in one of the dark corners and wait. When Campbell and Karnow leave the office, follow them to the basement, to Campbell's secret room. When the High Overseer draws his sword, stun him. Now take me to the interrogation room. You can, for example, climb out through the window onto the cornice. In the interrogation room, place Campbell in the interrogation chair. Now you need to get the “mark of the heretic”. Go back down and brand Campbell. Go downstairs and make your way to the door to the backyard. All that remains is to get to the Boatman Samuel along the roofs.

You have returned to the Dog Pit. Get off the dock and meet up with the Loyalists. While they are deciphering the diary, you need to sleep. This time there will be no dreams. Talk to Havelock. Then go down into the catacombs through the hatch here. To put the “weeper” to sleep (by the way, he cries not with tears, but with blood), you will need sleeping darts. If you run out, Pierrot sells them. In the sewers you will find two mourners. Shoot them, pick up two runes and return. You now have the key to the door that didn't open before. Go up the chain straight to the Pub. Find the admiral. Talk to the boatman to set off.

House of Pleasure

The Pendleton brothers, owners of the Golden Cat Baths, help the Lord Regent hide Emily. They should be eliminated.

You have already been here quite recently. The same pier of the Wine Quarter. Get to Dunwall Distillery. Here you need to find Slackjov. There is no need to stun anyone, everyone is on their own. Slackjov offers his services to infiltrate the Golden Cat in exchange for help with one case. Return to the Wine District. Go to Dr. Galvani's office. Be careful, assassins have appeared here, do not attract their mass attention. Walking on the rooftops would be a good idea. Specifically, you can get into the office itself through the pipes upstairs, through the balcony. Climb the stairs to the very top, to “Slekjov’s informant.” We stun one guard when he turns away, and immediately hit the second with a sleeping dart. Take the audiogram and return to Slackjov in reverse. As a reward, he will give you the key to the building, through which you can get straight to the roof of the Golden Cat. He will also offer to switch places: he himself kidnaps the Pendleton twins, and you do his job. This is a bloodless option.

At the remaining “light wall” go down, under it, on the left there will be a passage to the square. But what is much more interesting: now you can meet a woman there who is being robbed by two guards. You can shoot them both with sleep darts. As a reward, the Survivor will give you the key to the house of the art dealer - the same one. However, we need to get to the Golden Cat. The rotating observation tower only looks down, but not onto the roofs. Enter through the door to the Golden Cat location.

Turn left into the dead end and climb to the very roof. From here you can cross all the way to the very window of the “bath”. The art dealer is in the “silver” room. Start torturing him with shocks until he says the code. Now you need to find “Madam’s Office”. Sneak up to the lady and steal the master key. And on the left side of the window sill there is a note indicating where Emily was placed. Leave the office and go up the spiral staircase. Here in the “room of the courtesans” sits Emily. Follow her to the VIP exit. Emily is now believed to have been saved. Hooray! All that remains is to find Slekjov and tell him the code to the safe. Then meet Samuel and Emily at the pier.

distinguished guest

Emily is brought safely to the Dog Pit. Corvo wants to see Lord Pendleton. He stands right behind the destroyed tower and looks at the sunset. He will send you to the admiral. He and Martin are sitting in a pub.

Royal Physician

The new target is Sokolov, an artist and court physician. Author of one of the two effective elixirs against the Plague. Visit Pierrot, complete all tasks and use Samuel's services.

Here is Kaldwin's Bridge. Samuel highly recommends turning off the floodlights. Go upstairs. There are a lot of guards here. Move along the top. You will see a spotlight (not the one that needs to be turned off - just a spotlight). There is a door to the left of it, we go there. Go up the stairs, take the “warehouse key” - it opens the door below, so you can also go through. But we climb to the very top of the stairs. Turn the valve so that the chain moves, then you can jump over and get the blubber. Insert the tank into the device on the wall. Get into the cart on the rails and pull the lever. Now you are on the other side. Go downstairs and sneak past the guards to the door to Drawbridge.

Sneak through the residential buildings under the bridge. Swim across and go up. The guard can be put to sleep with a dart, the others will not notice anything. Continue across the bridge. Remove the blubber to provide a spark gap. Climb the stairs to the very top. Pull the lever, go back, climb onto the raised bridge using teleportation. Go to the end and also teleport higher. There you can remove the blubber tanks. Now you need to carefully go down. For example, you can simply walk along tensioned fastenings. But, alas, there is too much light there for such a maneuver, unless you have time dilation (in which case no one will notice you). And here is the door to the Midrow Substation.

You need to get into the booth at the top, in which there is a lever that stops the “wheels”. Then you can crawl through them and turn off the wall of light. Behind it is a passage to the “North Side”. It’s through this that you can get to Sokolov’s House. Climb onto its roof. Sokolov is busy with his formula. Stun him and drag him down the stairs. Sokolov can be lowered to the floor for a while to stun interfering guards and servants. You can even find an elevator. In short, get out of the house through the back entrance. Near the descent to the boat you will see a cage with people. They can be freed by removing the blubber. The woman will tell you about the safe. Take the contents and find Samuel.

Interrogation

Anton Sokolov (is it really a “bad Russian”?) was taken for interrogation to the Dog Pit pub. It's time to rest.

Cecilia in the pub will show you the location of the key to the shelter, just in case. Sokolov was placed in a cage. It turns out that the old doctor can be bribed. This is obviously a less bloody method than using a pack of man-eating rats. Go to Piero, he agrees to sell you King Street brandy for 150 gold. If you don't have enough, you can rob the pub, there should be plenty more. Bring the bottle to Sokolov.

Lady Boyle's reception

Sokolov revealed only the name of the Lord Regent's mistress. We still need to find out which of the women of the Boyle family we need.

Visit Samuel for a masquerade ball at the Boyle estate. Jump from the boat into the water and get out to the stairs. The first bridge is not suitable for us - the big guy will spot it. But the second one is very easy. Climb over the fence directly above the rails. You don't need to sneak around this area. Approach the chatting guests. Catch the invitation that flew away. Now show it to the gatekeeper. Walk around the annex and go inside the estate. You can rob your guests.

Now you can go to the ball. Talk to the guests, someone will probably tell you about the three bedrooms and the colors of the inhabitants of the estate. Look for Miss White on the ground floor wearing a moth mask. She will ask you to bring her a drink. Find the sparkling wine fountain, fill the glass and bring it to Miss White. She will tell you which sister is wearing which color. Walk around the lower floor and find Lord Brisby, wearing an ugly cat mask. He wants to talk to you. Lord Brisby offers help in eliminating Lydia Boyle (and, according to him, she is the one you need).

Make your way upstairs to the bedrooms. The formidable guard will leave his post and go downstairs. You need to find Lydia Boyle's room. The diary states that she likes musicians. Go down the same way and find Lydia in a black dress. Say her name, and then offer her privacy in the music room with the harpsichord. Follow Lydia. She will be upset that you don’t know how to play it and... she will go down to the basement herself! Very strange. Stun her and drag her into the boat.

There is also a passage to the Catacombs. It's dirty, but you definitely won't have any problems with the guards. Raise the grate using the valve. Now swim at full speed to the closing lock and Samuel's boat. The best thing is to inhabit the fish. Go to the Dog Pit.

P.S. Lady Boyle's name, as well as her hobby, can be generated differently for you! However, the sequence of actions will not change much.

Decisive blow

Meet Lord Pendleton. Then with Admiral Havelock.

Get ready for the road, visit Pierrot. By the way, if you completed the previous task “bloodlessly”, in your room in the attic there will be a rune with a note.

When you finish all your work, use the services of Samuel.

Return to the Tower

It was Lord Regent Burroughs's turn to be humiliated.

The same Dunwall Tower where the Empress lived and where the game began. Jump into the water and swim into the lock. Go up through the pipes, through various passages. Don't try to go through a door that has a Taser behind it. Teleportation is much more appropriate. Stun all the guards one by one. A wall of light will interfere with you. On the right you can go out onto the balcony and teleport directly to the blubber tank, which you need to remove to turn off the wall. And you can also just pass by. A couple more officers will come straight into your arms. Dangerous central posts can be bypassed to the right. From there you can teleport to the main building and find a technical passage to the “Tower Lobby”.

The Lord Regent communicates with his guards via communicator. He is in his bedroom. But we are not going there, but to the “broadcasting station”. Go along the cornice to the right, enter the turret through the door. Remove the blubber tank to disable the shocker. Go up the stairs and find the "propaganda officer". He will say that Burroughs records even his darkest secrets on audiograms. This is a bloodless path. Now there are two ways:

  1. An alarm siren (one located downstairs in the lobby, one on the roof) can be activated to force the Lord Regent to leave his chambers and lock himself in a secret room.
  2. You can wait until the Lord Regent finishes the dialogue and is left alone. Then you simply enter the chambers and stun him. Well, or use a sleeping dart, as you please.

The safe is easy to find - it's not even hidden. It contains an audiogram. Take it to the tower of the broadcasting station. Let the Lord Regent's secrets be heard by all! Go downstairs and enjoy the arrest scene. The only thing left to do is to leave the still hostile Dunwall Tower. Samuel will be waiting for you in the same place where you left him - in front of the airlock.

On the eve of the coronation

Go to the pub, everyone is already celebrating. Go upstairs and go to bed.

With the flow

This is exactly the case when you wait for a trick the whole game, and no intrigue comes out. Loyalists turned out to be loyal only to themselves. The poisoned Corvo falls straight into the clutches of Daud - the real assassin who killed the empress. You find yourself in a familiar mystical area, where the Alien will speak to you.

Flooded Quarter

Corvo dropped some kind of tank. Well, at least they didn't kill me. Take bricks and throw them up into the boards that cover the hole. Now use teleportation to get out. Pick up a blade from the table, it may come in handy. Go up the stairs. There are two guards here. You can stun one of them by teleporting directly onto the railing and then dragging him up the stairs. The second one is much easier. Jump into the water. A very contrasting sight after the colorful Boyle estate, or royal fortress.

Return equipment (optional)

Before you go to Daud, you need to return your things. Try to get closer to their mark. When you see a chain, climb up it. The nearby building used to have a glass roof, but now you can freely jump down and use the passage “to Greaves’ Fat Factory.” Get as close to the indicated building as possible. To get there, you need to pull out the stairs. And for this you need to restore power. Enter the building closest to the indicated roof, there are also instructions, a lever, and a container for blubber. From the back you can get an empty tank. Here, very close, you can fill it with blubber. Go through the building and place the full tank in place. Activate the lever to lower the stairs. Climb it and go around, along pipes, chains and other scrap metal. Here you will overhear the conversation of the assassins. Climb up the chain and you're inside. You need to turn on the bridge. On the right you can find tanks; to do this, destroy the boards that prevent you from crawling behind the bars. Refill the tank with blubber on the way back, insert the tank into place and pull the handle. Go down the chain to the very bottom and grab your equipment. Climb the stairs, open the gate using the valve and get out of this location.

And here it is again, “Rudshore Pier”. Getting into the “centre of Radshore” is not difficult, although the best patrollers here are teleporters. However, to get through, you need to steal the key from one of them. Radshore Center is a living hell. At first it seems that it is simply impossible to slip past the patrolling assassins. But actually it is not. I highly recommend jumping into the water and turning left. And from here you can start stunning enemies one by one. The most difficult thing is to knock out the first couple so that the others don't notice. You can develop your own strategy, of course. Our goal is “Daud’s lair.” It becomes very light inside - very dark. When you get outside, you will need to climb into the window on the floor above. Daoud is hiding here. Bloodless option. Get his Daoud wallet. There are different options. The simplest and most obvious is to defeat him in a duel. It is almost impossible to avoid him; the scoundrel also has the ability to stop time. You need to beat him using all available aggressive methods. But when you defeat him, you can take his wallet and leave in peace. All that remains is to pick up the Key of Daud. You need to go down into the "tunnel to the gate".

Now all that remains is to get out of this damned “Flooded Quarter”. After the tunnel, turn left. The bodies of those who died from the Plague are dumped here. And not only the dead. Climb up, past two chattering poor fellows. Then you have different paths. For example, you can climb to the roof of one of the buildings. The easiest way is to look at the one on the roof of which there is a rune. Then you can jump on the “corpse wagon” and drive a little further. Jump down in front of the light wall, to where the blubber tank is visible, pulling it out will turn off the light wall. Of course, you can get through the guards and the big guys in a different way, it’s up to you. So, after pulling out the tank, you need to go down. There is a gate lever on the wall here. You need them in them, to the service entrance door. Behind it is a passage “to the outskirts of the Old Port.” Here you need to get to the entrance to the catacombs. We do this: stand on top of the hatch and turn the valve. They fell down, and that’s good. The survivors have taken refuge in the catacombs; they will not attack you. Make your way to the exit from the catacombs. The door leads straight to the Dog Pit Pub, damn it.

Loyalists

Cecilia will briefly retell to you the terrible events that occurred after Corvo’s “sailing.” Climb up from the basement, watch out for the two keys hanging on the hooks. One of them will open the door to the abandoned shelter. Outside are two chatty guards and a big guy. Make your way to the pub. Havelock's orders to the guards are on the counter. Now go upstairs to your former room, read the letter from Emily.

Rescue Pierrot and Sokolov (optional)

You can get to these two from Corvo's old room in the attic of the pub. The open window looks out onto the roof of the workshop. Jump onto the ledge on the river side to climb through the window. Pierrot will ask you to bring his drawing. I already had it with me, it seems from the pub. In the dialogue, select the option for the sleeping effect of the discharge column to put all enemies to sleep. Now you need to find an empty tank on the second floor, fill it with blubber, climb along the eaves to the roof of the workshop and connect the tank to the installation on the roof. Pull the lever to open the tank slots. Bring another tank here so that all three slots are occupied. Now the scientists are safe. You can use Pierrot's services for the last time.

Visit Callista in the tower. It's just down the road from the roof of Pierrot's workshop. She will add a small part of the mosaic. Use the lever to fire the flare. Take the key from the bed Callista is sitting on. Open the door from the tower and jump towards Samuel.

Guiding Beacon

It's time to rescue the princess from captivity!

I’ll make a reservation right away: at the time of playthrough I had a “low level of chaos” - if yours is different, then the mission may look different.

Fort Kingsparrow has two entrances: “from the sea” and “from the harbour”. Whichever you choose, you first need to turn off the light walls. Go to the "entrance from the sea". To the left of it in the wall you can see a pipe from which water flows. The pipe is too wide. From this room you can turn off both light walls at once, from both entrances. Now you can select and clear any of the two “entrances”, and you will find yourself inside the fort. Now you need to get to the guardhouse. First, walking across the courtyard to the other side, you must get inside and turn off the power to the next light wall. Now you can go to the guardhouse. After the light wall, immediately go up the stairs and remove the “lighthouse lift key” from the hook. At the very top there will be a bridge towards the lighthouse. To avoid getting hit by the arrester, walk along the bottom of the bridge, where the control panel is visible. Get into the lift through the door and pull the lever, let's go.

We are already at the lighthouse. Climb the stairs and you will find yourself inside. Stun Havelock. It looks like he has already taken care of the rest of the “loyalists”. Take the key to Emily's room from the table and unlock the door. All that remains is to find out the end of this story.

Kittens, hello everyone!

Although my passion for Dishonored has faded a little (which may have coincided with my return to the kingdom of horned demons ^_^), I continue to understand the secrets and goodies of the game with pleasure and interest. Bone amulets are in progress (but I’m already tired of taking screenshots and going through missions for the hundredth time), but writing a guide to safes turned out to be much easier and faster. Actually, subject.

Beware, bad spoiler!

Although Dishonored is a game about revenge and a plague on both your houses, it periodically shines through the historical progenitor aka Thief. Agree, when, if not when breaking into a safe, can you remember the gentleman Garrett and complain about the stubborn lock? Of course, no one forbade you to crack the safe using banal brute force... but this is somehow completely bad manners. If there is a lock, then there is a key, and leave the “brute force” to the newcomers. ^_^

So, the revelations of the great schemer (literally) in action, let's go! There are a total of 10 safes in the game, and I will tell you how to get to each of them. By tradition, all safes are tied to missions, during which they need to be searched and broken. Please note that in missions number 5, 8 and 9 ("Lady Boyle's Last Reception", "Loyalists" and "Guiding Beacon") there are no safes, so there is nothing to open there in this sense. In addition to the location of the safes, there is also a description of where to find the codes for them. To make it easier to navigate, additional hints are provided for several complex safes. So, Hulk break!

MISSION #1. INNOCENTLY CONVICTED

Number of safes - 1.

Safe No. 01.

Location: Dunwall catacombs

Combination: 451

How to get a: this safe is perhaps the only thing interesting you can find during the first mission. There you will find no runes, no amulets, no paintings by Sokolov. Just rats, empty bottles and expired canned goods. After you find the equipment left for Corvo by the Loyalists, look around. Behind the bars immediately after the save point is a safe. Well... rather, it's lying on the floor. Behind the safe there are shelves with bottles, and if you remove them, you can see the combination drawn in chalk. In the safe, however, there is nothing particularly interesting, but it’s still nice.

MISSION #2. SUPREME WATCHER

Number of safes - 3.

Guide to Safe Cracking in Dishonored


Guide to Safe Cracking in Dishonored

Safe No. 02.

Location: Dr. Galvani's office

Combination: 287

How to get a: We go to Clevering Boulevard and after the first wall of light we find the good doctor’s office. The safe is located on the second floor, in a room with folding glass doors, but the combination to it can be found in Dr. Galvani's office on the third floor. The code is written in chalk on one of the boards with drawings and other displays. There is gold waiting for us in the safe.

Guide to Safe Cracking in Dishonored


Guide to Safe Cracking in Dishonored

Safe No. 03.

Location: High Overseer's Kennels

Combination: 217

How to get a: remember how we stormed Campbell's hiding place? We take the same road again: we pass the main hall on the first floor and turn into the door to the left of the partition, it leads to the kennels. In the kennels in front of the first doorway there is a note that says a code, namely: "lying tongue", "wandering eye" and "absent-minded mind". Each of these sins has its own number, and they are all listed in the book at the entrance to the main hall. We correlate the sins with numbers and get a code. After that, go through the opening, turn left and go all the way until you hit the crematorium door. The cage with the dead wolfhounds contains your supplies.

Guide to Safe Cracking in Dishonored


Guide to Safe Cracking in Dishonored

Safe No. 04.

Location: High Overseer's guard barracks

Combination: 203

How to get a: The last safe in this mission is in the security barracks. Friends with masks and kind wolfhounds on a leash are still walking nearby. For reference: the entrance to the barracks is located exactly opposite the door to the workshop (we also looked for the rune there, remember?). It is quite interesting to obtain the code combination. To do this, go from Holger Square to the backyard and, nearby in the alley, save the caretaker’s sister, accused of witchcraft, from reprisals by the guards. To celebrate, the brother and sister will tell you the code to the safe with wishes for successful plunder of the territories. In the safe you will find ammunition, including darts and an elixir. Another option to get hold of a code is to go to the canteen. The letter about changing the code will lie on the table, crushed, it seems, by a pear. We don’t get fired, gentlemen guards, well, we don’t get fired even once!

MISSION #3. HOUSE OF PLEASURES

Number of safes - 1.

Guide to Safe Cracking in Dishonored


Guide to Safe Cracking in Dishonored

Safe No. 05.

Location: house of an art dealer in the Wine Quarter

Combination: 879, 138, 656, 679 or 696

How to get a: in the third mission there is only one safe, but what a one! To get the code from him, you first need to go to the “Golden Cat” and there, in a room with a sort of electric chair, have a good conversation with the art dealer. After the switch knocks out the desired combination from this masochist, go to the merchant’s house and go up to the third floor. The dealer is a good guy, he has a safe - that's a whole room! A lot of tasty things await you there, for example, a rune, a painting by Sokolov and a bunch of other little things. By the way, Slackjov will really want to know the combination to this safe (and, by the way, will promise for it the disappearance of the Pendleton brothers without a trace). The most cunning ones, however, clean out the safe, and then go to feed the poor bandit with the treasured numbers. Comedians..

MISSION #4. ROYAL DOCTOR

Number of safes - 2.

Guide to Safe Cracking in Dishonored


Guide to Safe Cracking in Dishonored

Safe No. 06.

Location: Pratchett's house

Combination: 473

How to get a: Once in Pratchett’s house (how you do this, decide for yourself: you can kill the guards, move into them, or, like a real hero, go around them altogether), find paintings on the first, second and third floors. Each of them will have a number on it. In a painting with city streets there will be 4, in a painting with a whaling - 3, and 7 - in a painting with a whaling ship. The safe is located on the third floor, and the sequence you need is encrypted in the letter next to it: streets, ship, whaling. Putting two and two together, we go to take the safe. Gold bars and a rune await us there.

Guide to Safe Cracking in Dishonored


Guide to Safe Cracking in Dishonored

Safe No. 07.

Location: ramshackle house

Combination: 294

How to get a: on the north side, on the way to Sokolov's house, you will find a ruined house and several prisoners who are locked behind a wall of light. If you heed their requests and free them, they will tell you the combination to the safe. The safe is located here, behind the painting on the third floor. Using Transfer, get to it and receive your gold bars as a prize. There is nothing complicated here, you definitely won’t miss it.

MISSION #6. RETURN TO THE TOWER

Number of safes - 1.

Guide to Safe Cracking in Dishonored


Guide to Safe Cracking in Dishonored

Safe No. 08.

Location: Lord Regent's chambers in the Tower

Combination: 935

How to get a: If you plan to complete the game without a single corpse, you simply need this safe. The combination you are looking for, however, will be given to you not by the lord himself (alas!), but by a propaganda officer who broadcasts to all of Dunwall from his radio room at the very top of the tower. That's where I recommend starting. From the main stairs, turn right twice and go up to the broadcasting station. If you spare the contact, he will share with you not only the access code for the safe, but also useful information about its contents. In the safe, the Lord Regent hides an audio recording that exposes his vile essence. And if you turn it on for the whole city, there will be nothing good left from the bastard. I hope you remember where the Lord Regent's room is: on the third floor, after the main staircase and then the second, less formal staircase. Having obtained the necessary record from the Lord Regent's safe, you will receive the achievement "Political Suicide", and Comrade Hiram will be led straight to the galleys. And happiness to everyone. Apart from the Lord Regent, of course!

MISSION #7. FLOODED QUARTER

Number of safes - 2.

Guide to Safe Cracking in Dishonored


Guide to Safe Cracking in Dishonored

Safe No. 09.

Location: flooded apartment in central Rudshore

Combination: 428

How to get a: This is, in my opinion, the most difficult safe in the game. First you need to find the code for it. It is indicated in a letter that can be found on the third floor of a dilapidated house in the Rudshora market location (your guide will be cute spitting plants, as well as the balcony where you were still looking for Sokolov’s painting). Taking the letter, stomp into the killers' lair. After this, deal with Daud's first assassins not far from his lair and teleport to the corner of the roof of the house. If you look down from the roof, you need the lower left sector. We jump like a swallow, open the back door and swim down and to the left of the entrance. Luckily for us, there will still be a place to catch our breath. And then we open the treasured safe, which contains a figurine of a whale. Hooray!

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