G A M E O F T H E Y E A R E D I T I O N _________________/} {\_________________________________________________ �����������������| { } |������������������������������������������������� |����\ |�| /��\ | | | | ,-'-. |��\ |�| ,-'-. |����\ |�����| |����\ | |�\ \ | | ( (�� | |___| | / .-. \ | \ | | / .-. \ | |�) ) | |_�� | |�\ \ | | ) )| | \ \ | ___ |( ( ) )| (\ \) |( ( ) )| � ( | _| | | ) ) | |_/ / | ) __) ) | | | | \ '-' / | | \ | \ '-' / | |�\ \ | |___ | |_/ / |____/ (/ /___/ | | | | '-.-' |_| \__| '-.-' |_| )_)|_____| |____/ _________________| { } |_________________________________________________ �����������������\} {/������������������������������������������������� FAQ & WALKTHROUGH -by- Shotgunnova/P. Summers (shotgunnova a+ gmail.c0m) I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS Story ............................................................ STRY Chaos Levels ..................................................... CHLV Tips N' Tricks ................................................... TPST III. WALKTHROUGH (CHAPTERS) . . . . . . . . . . . . . . . . . . . . . . WLKT 01) Dishonored ................................................... WK01 02) High Overseer Campbell ....................................... WK02 03) House of Pleasure ............................................ WK03 04) The Royal Physician .......................................... WK04 05) Lady Boyle's Last Party ...................................... WK05 06) Return to the Tower .......................................... WK06 07) The Flooded District ......................................... WK07 08) The Loyalists ................................................ WK08 09) The Light at the End ......................................... WK09 IV. DLC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . DWNL Dunwall City Trials .............................................. DLC1 The Knife of Dunwall ............................................. DLC2 The Brigmore Witches ............................................. DLC3 V. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN Achievements/Trophies ............................................ ACHV Bone Charm Overview .............................................. BNCO Collectibles List ................................................ CLLC Coin Locations ................................................... CNLC Gadget Overview .................................................. GDGO Powers Overview .................................................. PWRO Upgrades ......................................................... PGRD VI. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ VII. UPDATES & CONTRIBUTIONS . . . . . . . . . . . . . . . . . . . . . UPDT VIII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT _______________________________________________________________________________ ������������������������������������������������������������������������������� I. CONTROLS [CNTR] _______________________________________________________________________________ ������������������������������������������������������������������������������� Here's the default ("Type A") control scheme for Dishonored. Players can go all the way to Type D configurations, but can't reassign buttons specifically. ___________ _______________________________________________________________ | BUTTON | FUNCTION | |�����������|���������������������������������������������������������������| | D-Pad | Shortcuts for assigned powers/weapons | | Start | Toggle pause | | PS Button | Toggle PS3 menu overlay | | Select | Toggle journal | | Circle | Toggle stealth mode | | Square | "Use" button (hold to sheath currently carried weapons) | | Triangle | Hold to lean out from cover (also for Adrenaline-based kills) | | X-Button | Jump button (hold to do an Agility-boosted double jump) | | L1 Button | Use selected gadget/powered in left hand | | L2 Button | Hold to access gadget/power wheel | | L3 Button | Toggle sprinting | | R1 Button | Use melee weapon | | R2 Button | Hold to block melee attacks (only if weapon's out, of course) | | R3 Button | Toggle zoom (use Square to zoom further, if applicable) | | L. Analog | Controls movement | | R. Analog | Controls camera point of view | |___________|_______________________________________________________________| Other options available that can be tampered with: � Vibration � X- and Y-axis sensitivity � Invert Y � Auto aim � Auto aim strength (only works while auto aim is enabled) � Aim assist � Aim assist strength (only works if aim assist is enabled) � Automatically use mana elixirs if current power is unusable � Kill Cam mode (normal or frequent; can't be disabled) � Difficulty (easy, normal, hard, very hard) � Auto-save in journal � Head bobbing amount (some find this nausea-inducing and lower it way down) � Chain climbing is relative to camera POV Additional notes: � Entering sneak mode (O) while running initiates a slide � When in low health, D-Pad Right is used for a quick healing prompt � Higher jumps (hold X-button) require having the first rank of Agility � Adrenaline Kills (Triangle) require having the Blood Thirsty power � Additional zoom requires having the second Mask Optics upgrade _______________________________________________________________________________ ������������������������������������������������������������������������������� II. TH' BASICS [THBS] _______________________________________________________________________________ ������������������������������������������������������������������������������� STORY [STRY] �������������������������������������� From Steam: "Dishonored is set in Dunwall, an industrial whaling city where strange steampunk-inspired technology and otherworldly forces coexist in the shadows. You are the once-trusted bodyguard of the beloved Empress. Framed for her murder, you become an infamous assassin, known only by the disturbing mask that has become your calling card. In a time of uncertainty, when the city is besieged by plague and ruled by a corrupt government armed with industrial technologies, dark forces conspire to bestow upon you abilities beyond those of any common man �- but at what cost? The truth behind your betrayal is as murky as the waters surrounding the city, and the life you once had is gone forever." CHAOS LEVELS [CHLV] �������������������������������������� Dishonored allows players to be as bloody or virtuous as they want, and the representative stat is "chaos". Yes, Corvo's actions affect the plague-ridden city's fate. (After completing a mission, the level's chaos will be rated; if it isn't what one wants, the option to replay is given.) To start, high chaos naturally represents violence. Killing opponents and targets makes the rating jump, and this includes situations in which Corvo perform an act whose repercussions aren't felt immediately (like choosing to poison a certain distillery's still). Low chaos represents a gentle hand and kindness. Sparing targets of any type reduces the rating, and there are occasionally some ways to save NPCs from death or imprisonment. In general, players on a low-chaos path are stealthy and use nonlethal methods in thier travels. Chaos levels will affect several things. If Corvo's been raising a murderous hubbub, missions will contain more guards and rat swarms and NPCs may perish or treat Corvo hostilely. Inversely, if Corvo is a veritable saint, NPCs will be kinder to him, and levels will contain fewer guards. Rat swarms, which are a telltale sign of increased death rate, also decrease, making progression a bit easier. TIPS N' TRICKS [TPST] �������������������������������������� Here's some general tips. As usual, any reader who has a good tip can write in and I'll probably stick it in the section (provided it's not a duplicate or something). � The game will make an autosave for each campaign chapter (it will say something like "MISSION - Dishonored", etc.) which can be used for clean restarts in case of glitchiness. � Blink is hands-down the most-used, most-useful power. Teleporting around is a shortcut to just about everything, and knowing the ins and outs of a level make it that much faster. Upgrade it as soon as possible. Same goes for Dark Vision, whose "see enemies and items through walls" function is almost as great. � Speaking of powers, remember that mana regenerates a bit when supernatural abilities (besides passives) are used. This is denoted in the vial icon, and will refill a certain degree if left alone. This means using powers in quick succession is immensely wasteful, and for high-cost abilities like Bend Time or Possession, that sloppiness eats through mana reserve quickly. � Part of the fun in playing Dishonored is trying out the different chaos levels, which change level layouts slightly and challenge oneself. Those pursuing particular chaos levels (or even no-kill/no-alert runs) would be wise to save often! The game will recap these stats at a mission's end, but otherwise, a player has to keep track. � Learn the finer techniques of the game. In runs where one kills foes, it's great to master parrying and drop assassinations. � Animal kills (hounds, river krusts, rats, hagfish) don't count as kills in the post-mission overview, so no-kill players can still eliminate some of those pesky nuisances. Same thing applies to killing gravehounds (DLC-only). _________________________ ___________________________________________________/ III. WALKTHROUGH [WLKT] |_ ������������������������������������������������������������������������������� 1) DISHONORED [WK01] _______________________________________________________________________________ ������������������������������������������������������������������������������� Runes ---: - Charms --: - Shrines -: - Paintings: - Coins ---: 1000 PART 1: DUNWALL TOWER ��������������������� Coins ---: 0/1000 This first part is a tutotial level of sorts, letting one get the bearings for the gameplay. After landing at the tower and traversing the loch, one meets Emily, the empress' daughter. She'll want to play hide and seek -- feel free to do it, since it teaches one necessary stealth skills for later. Jessamine waits in the upper pavilion, an easy area to follow since most of the area is gated off. Deliver the letter, and prepare to fight assassins once Emily sounds the alarm. R1 swings and L1 uses whatever's in the left hand, a pistol in this case. R2 blocks, and if done when an opponent is doing their melee lunge, parries it. Parried opponents are disarmed and knocked off guard momentarily, letting one cut them down. After the miniature battle, simply watch the remaining scenes. ________________________ ������������������������ PART 2: COLDRIDGE PRISON ________________________ ������������������������ Coins: 390 (390/1000) |�������������������������| _____ ____ | *: Coins | _ | ___### | *| | A: Corvo's Cell (START) | ##| | |___ | # |_ *|__ | B: Yard Walkway | # | |___ __| | # | � | | C: Interrogation Room | # | |***| *__| # | C* | | D: Prison Yard | # | |_ |B|__ # _|_ _| | E: Control Room Section | # | *| ##|2 _ *| | F: River Access | # ���������� |___| _|_ |_________________________| #######����|�����| | | __ | | The real fun begins when "a friend" gives Corvo |____|_ _| D * | his meal: stale bread and the cell key. Snatch | | | the table's sword and coins (25/1010) before | | | |_ | eavesdropping on the hallway guards. There's a _____|_ _|_|_ |___| tutorial on how to do so, should one be unaware. |___ | * | *| |_ | E |���| When they split up, it's possible to kill all | | | |A| *| three stealthily in one go. Those seeking to do |_|_|_|_| |_ | no harm/alerts will have to pick them off one | | | by one as their patrols loop. Make sure to hide | | the bodies somewhere good, like Corvo's cell, _______| |___| because improper stashing may add to the "found | | bodies" tally towards the end. Two guards carry | F | 20 and 50 coins, respectively. (95/1010) |__ _____| \ ___/ Clean out the weapons rack for a pistol/health, ___) | and proceed to the ensuing maintenance passage. The EXIT-|_____| stairway is locked, but luckily a small climb on the pipework accomplishes the same. There's a ton of food and 44 coins (139/1010) in this area. The next door leads to the 2F balcony, where a guard may be calling for his buddies. Neutralize him for his walkway key, and take the coin on the bench (149/1010) before continuing on. Corvo's in the Yard Walkway section now. Pocket change from the apparatus nearby (159/1010) and head down the hallway to find a guard passing by. Take the pouch on the ground (169/1010) and nix the copper. There's no further foes spawned in the area, however, letting one approach the interrogation room without a fuss. Nab the bench coins (184/1010) before continuing, since they're easy to miss. Inside the room is an audiograph, letter and coins (196/1010) to inspect, plus a sword if one somehow missed it. The back room contains two more piles of coins (221/1010), plus the safe containing the clockwork explosive. Taking it spawns a guard in the far hallway, opening access to the main yard. If one is quick, he can be silently eliminated before his scripted conversation cues. If the conversation starts, it's best to let the two go about their regular patrol. The door-opener stands by the stairway; the second guy walks around. It's possible to sneak around the periphery of the room in any direction, but is easier along the one the patroller doesn't bother with. This lets one quickly eliminate the inert doofus, then sneak up on his cohort. Hide bodies in a good place, like behind the two dumpster-like objects. One guy carries a pouch (241/1010) and more coins are on the bench. (256/1010) Creep up the stairs to hear guards chatting about the empress. Take this time to steal behind the metal barricades, giving prime position to snatch the 1st warden. That just leaves the other two watchmen, both pacing their portions of the guard station. Both sections have broken windows to hop through and take the target unwares; the longer one's door is a good observation point, too. Coin-wise, the guards cough up 75 total (331/1010), the crate outside the station's smaller section has 15 (346/1010), and the larger interior has 24 more to find. (370/1010) Pull the door switch to find two guards patrolling the vestibule. When one patrols the upper half and is obscured by machinery, neutralize the lower guy who never moves. The upper guy eventually stops with his back to the stairs, which might as well be a "KILL ME, I SUCK" message to Corvo. There's a bin nearby to stash bodies, which acquires the guards' pouches in the process -- the last bit o' jingling goodness in this prison level. (400/1010) Those wanting to avoid found bodies should stash them somewhere in a good out-of-the-way place (high pipes?) here, because when Corvo plants the bomb and all hell breaks loose, more guards appear out of thin air. They'll easily spot Corvo's sloppy stiff-stashing. Similarly, stashing corpses in the trash bin seems like a good idea, but often results in deaths for some reason. Luckily, they mostly appear back at the guard station, giving Corvo time to jump into the river below, more so if he climbed over the main door. (Don't bother descending along the cliff, unless being spotted by perimeter guards is the goal.) Swim to the other side of the dammed-up area -- hopefully far enough from the spanning wall where two guards wait -- and alight to the sewers. It'll be easy to gauge stealth here: if Corvo's disappeared properly, no pursuers will appear. If his high-profile idiocy has done the opposite, expect a possible shootout right on his tail. Either way, the only way forward...and if smells are anything to go by, it ain't pretty... ___ ______________________ ,----. / )_____ ���������������������� ,' * _) / / / * *\ PART 3: DUNWALL SEWERS ( | (___/*/\ / ______________________ | EXIT|I __ /**\/ /��\ ���������������������� ( |_/ / /\/ (�/ _ \ Coins: 610 (1000/1000) \_____/ (_/ \ H � (=\ \ \ /\ \=\ \ '.__,' ) )=) ) |���������������������| / (=/ / | * - Coins | /___� / | A - Entrance | /* *G / | B - Sewer Proper | (___ ( | C - Door Crank 1 | | | | | | D - Rat Room | Safe-|* � | | E - Climbable Chain | |F|___| | F - Door Crank 2 | Hidden -|* * *| | G - Drop-Down Hole | Supplies ) |�| ) | H - Main Guard Area | _______ ____/ _ � / | I - Wrenhaven River | | *|* ___/=) / |_____________________| |=====|E |====/ / |_ ___|* ���� / ________ ______ ___ _ ___ | | �| |��� | |_| |_* | | |__|_ | _| |_ | | |=== ==========] C |_,' | |*| |_ B ____|�|______|___|_ \ | | _ | � | | \ )_| [D] | | | ) ___|________| _| |_ |_|_| | |____ | __ |_ The escape is almost stifled by a locked gate right |_____| |_ | inside the passage...but quick crate climbing shows |A| the cramped way forward. It also demonstrates the |_| ravenous rat swarm's power -- pests worth avoiding. Past the guards' area is the first stretch of the sewers, containing another rat swarm. Note how their single-minded bloodthirst can be redirected with corpses? Something worth remembering. Use the waterway and swim onward, into the adjacent area, which contains a small staircase. In the shadowy corner under the cement eaves is a few coins on old machinery (411/1010). Clear the crank to open the next shutter, leading into a spacious room used as a sly corpse-dumping ground. The guards above can't spot Corvo, so bait the rat swarm with a body, and quickly open the shutter into the ensuing sewers. A chain here leads upward, but don't forget to grab any goodies and coins near the bonfire and shelf. (431/1010) Above, hop off the chain to find a higher sewer system. The tripwires here trigger deadly traps, but disarming the launchers will earn incendiary bolts as rewards. The chain hole has two alcoves, containing coins and copper wire, on either side (462/1010). With those collected, hop into the water to loot the poor sap caught in the storm drain (482/1010). Note the small dead-end tunnel nearby? Climbing the upper walkway lets one bypass the tripwire and get the table loot. (553/1010) Further along the main passage is a coin-strewn mattress (582/1010), itself only a stone's throw from the trunk Corvo's "friends" left behind. Its dusty reaches contain a slick retractable sword and a one-handed crossbow, perfect for stealth assassinations. The two bodies alongside this area have coins to take (597/1010), and the well-lit nook has some, too. (647/1010). The trunk's key opens the next door...leading right to a tripwire! A running slide gets under it, or one can bash open the boarded-up wall to jimmy the launcher. The locked safe's combination -- 451 -- is written behind whiskey bottles on a shelf on one side; it contains a jewelry box. (697/1010) Climb into the next area to find some junk surrounding a drop-down point containing chatting guards. As they talk, loot the old vehicle (737/1010) and oil cabinet (767/1010); the latter is easy to miss. The trooper below will eventually be left alone, letting one drop-assassinate or KO him as he faces his rat kebobs. (777/1010) This damp path bends around to three more guards. An ascending rock wall goes up to the pipework, giving a perfect overlook, though remaining unnoticed while dealing with the foes can be a bit harder. One guy is a lone wolf (AKA weak link) rarely in sight of the other two, so the hardest part of engaging is them. The best time I've found is when both are near the barbecue, one facing it, the other (somewhat behind him) facing the canal. KOing takes a time, so nab the water-gazer, then the hungry guy. Each of the three guards contains money, 35 total. (817/1010) That marks the end of any opposition in this level, letting one have some fun exploring. First order of business: breaking through the boarded-up section of the waterway, not far from where the sentries would walk. The bottom level has some loot (847/1010) and, if one climbs the crates and pipes, an extra bounty sits on the cement sill. (890/1010) In the main room, off to one side, is a sluicegate with a few items scattered around a sink (900/1010); a corpse nearby has some hemlock essence (920/1010). Next, leave this murky hellhole behind and break out into fresher air. Crack the dumpster (930/1010) en route to the riverside, where Samuel waits. He'll try to get Corvo to accompany him immediately, but hold off -- there's a sunken chest right nearby that contains the final goodies. (1010/1010). HOUNDS PIT PUB �������������� Coins: 1115 The pub is the base of operations from now on, a pre- and post-chapter area from which Corvo and his gang can plot their schemes. For now, enter the F1 bar and approach the wo men (Admiral Havelock, Lord Treavor Pendleton) for a scene. They'll direct one to Piero Joplin, the garage's artificer who'll act as the vendor and gearmaker. Help him out by fetching a fresh tank of whale oil from upstairs, then plugging it into the machine. This seems menial, but knowing the way around those tanks will be useful in the long run. Piero, too, suggests resting, although there's many supplies/coins to find before then. Sometimes the game removes minor sources of loot upon resting, so striking while the iron's hot is always wise. (To be fair, minor sources changing makes sense, especially for items owned by other NPCs, so this may be intentional.) All coins 1115 coins can be collected before sleeping. The one on the pub's exterior vent will require a running jump, though. _____ _| | |���������������������| | H | | *: Coins | ___| |_____|___________ | A: Docks (Samuel) | | * * | | B: Piero's Workshop | | _ _|_ | C: Hound Pits Pub | |_ * * |*| _____| I | | D: Brewery | | | ����������| ****|_ | | E: Emily's Tower | | | C******** D | _|___ | F: Samuel's Shack | | |__*********|_____| | * |_____ | G: Hound Pits | | _____�� �| �|�| | | H: Abandoned Apt. | | | *** | * |_ | | | I: Sewer Access | ___|*| *B _ | | G | |_____________________| | _ |_____| | | |*F * (_____|____ _____| |___ | _| |_|*|_______,'�\___________|_ / _|*E*| |___|* A _ �| |_______ /* |___| | ( / | | ______ _____ | (_______|__ __| | ( |_| |______| |_____| | \ |_| ( | _ _____ | \ * \) __/ \_ | | | �������������'. |______)* |_____| | '. * | ����������������������������������������� An overview of this area: The pub itself is the focal point, a four-story building housing the bar, NPCs' bedrooms, and Corvo's top-floor quarters. It's adjacent to the brewery and Piero's garage. The tower meant for Emily is nearer to the waterfront, accessed by the pub's top floor window and ramshackle ramp. The Hound Pits' dogfighting building, and the abandoned apartment opposite the pub, are inaccessible right now. SOMEWHERE ELSE... ����������������� Sleep upstairs when ready. After awakening, Corvo will be in an otherworldly dreamscape of sorts...though nightmarescape may be more fitting. Ascend to find the Outsider, a folkloric figure who reveals this is the Void, and he's got some powers to bestow. One can now use "Blink," a magic used to teleport short distances. It works best for flat, horizontal lunges, though it can be aimed upwards, too, which gives a distance penalty. Aiming at ledges, outcroppings, and the like will display the destination beacon as arrows -- this means, after teleporting, Corvo will climb up safely. Blink is the most basic of the basic, and has an trophy for purchasing/upgrading no other abilities. The rest of the area is a linear obstacle course to try out Blink, with a few chests containing Piero's Spiritual Remedies -- a.k.a. mana potions. The Outsider will appear once one advances past the spiral staircase region, and bestows "The Heart" -- a creepy device that can locate bone charms and runes, Outsider-related trinkets that can increase one's power. (Runes will upgrade abilities; charms bestow small powers when equipped.) Pointing the Heart at NPCs, and using L1, will reveal secrets about them. Equipping the rune adds extra destination markers for charms and runes; these disappear if unequipped. Note that the Heart only highlights their areas; it doesn't force them to appear. If a long-timer already knows their locations, for instance, they can make a beeline there without using the Outsider's gift. Either way, newcomers will want to make the 120-meter journey through the ruined tower to the shrine. Taking the rune ends the area, and starts the next mission immediately. SPECIAL OBJECTIVE OVERVIEW �������������������������� These are in-game feats that will be listed in the after-mission screen. Many don't have any long-term effect -- they're just for fun. � unlocked Jelly's safe � discovered the hermit's room � found the sunken treasure _______________________________________________________________________________ ������������������������������������������������������������������������������� 2) HIGH OVERSEER CAMPBELL [WK02] _______________________________________________________________________________ ������������������������������������������������������������������������������� Runes ---: 7 Charms --: 5 Shrines -: 1 Paintings: 1 Coins ---: 3794 HOUND PITS PUB �������������� New Coins: --- ** NOTE ** When waking up, those who have any DLC packs (Arcane Assassin, Shadow Rat, Acrobatic Killer, Backstreet Butcher) will find those items have appeared in the room. Each pack gives 500 gold, 3 bone charms and a mystical statuette that gives +1 bone charms equipped. Note that the latter isn't an item, per se; it appears in the inventory's upgrades slot. Those who don't have any DLC packs will be encouraged to find a riverside rune, which spawns for everyone. It's ~120m from Corvo's room, on a rock past the locked Hound Pits building. Personally, I would upgrading Dark Vision first, since its second ability highlights all consumables, coins/loot, guards, sound, etc. It's immensely useful and that's almost undersellin' it. Blink requires 3 runes to be upgraded, but is a good second pick, so start saving. To continue, speak with Havelock in the bar to learn the first target: High Overseer Campbell. Samuel, now and always, will provide transport to the next area when ready. Callista, one of Havelock's subordinates, will plead for her uncle's life to be spared, as she suspects he'll be poisoned. His life is in Corvo's hands, too! (For those who don't remember, Geoff Curnow accompanied the Lord Protector in the pre-prison level.) Pietro will provide services once Havelock's been spoken to, so take him up on the offer. What one desires will probably depend on whether they're going to be assassinating everything in sight or stealthily coldcocking half the city's population. Both will benefit from crossbow improvements; don't forget to get Sleep Darts as well, for the gentler route. Talk to Samuel to leave. Be sure to get any loot sources before leaving, as they may change when Corvo returns. (The NPCs have interesting lines as well, and will as the game progresses. Exhaust their lines and use the Heart for their secrets.) DISTILLERY DISTRICT OVERVIEW ���������������������������� _ ___| |-SAMUEL/EXIT |_ _|_____ | |_ � |____ |___| |___| | |���|�������������������������| | _____| | | � | Charm, Rune or Painting | | ___ ____| | A | Endoria Street | | _| | | | | B | Granny Rags' Place | | | O | | P | | C | Bottle Street | | |_____| | __| | D | Distillery Entrance | ___| | _____ | | E | Griff's Shop | _____ | _ | | | | F | Art Dealer's Apartment | | |___| N� | | | | | | G | Distillery Building | | � |_ |_____| |_____| | | H | Clavering Boulevard | |_____| ___________|___ ____|_ | I | Dr. Galvani's Offices | | | | | J | Holger Square Entrance | | | � L �� | | K | Archives Wing | | | | ____ ___ | | L | High Overseer's Office | | | | | | M K | | M | Kennels (at B1 Level) | |_ | | | | | N | Backyard: Workshop | _| |___|_ __ _|_________| | O | Backyard: Bunkhouse | | | | | P | Backyard: Mess Hall | |____ |_ __ _|_ _| |___|_________________________| | |________ | _| |_| |__| |___| |-Martin |_ _| |J| _| |_ __ _) ( ) ) _| � \ / / | |�\ \/ / |_ | \ / ________ _| |___) (______| |__________ |_____ ____ | G__ | | | | | |__ \ | |_ � | | I F | | )�|__| | | _|_ |____| |__|D|_| ������� ���| |H _|___ ___ | __|��� |_ E | | _| |__ _ _ |_ �|___|C | | | |_ |_| | _ _____|______| _ A _______ B _|___ START-| | _______ ->| |-> | | | � � |_ |__/ |_|�| |����� ���| |_____|�| | | | _ ___| |_| |___|_| |�| ________________________ � ������������������������ ENDORIA & BOTTLE STREETS ________________________ ������������������������ CHARMS : 1 (1/5) RUNES -: 2 (2/7) SHRINES: 1 (1/1) COINS -: 490 (490/3794) PNTINGS: --- Samuel docks a ways from the ruined city bridge, no doubt broken to contain the plague. Creep forward and neutralize the lower guard, then approach the female survivor carrying the first coin pouch (5/3794). There's copper wire on the dumpster stack next to her. (15/3794) Ignore the bridge area for now, since it's part of Clavering Boulevard and that'll go in a later section. Endoria Street hits Clavering perpendicularly, and a dumpster near where the male NPC is walking has wire inside. (25/3794) There's a few health potions at the dead end near there, too. Go in the opposite direction, past the district map and mini blockade. There will be a corpse on the sidewalk with a pouch underneath (30/3794); every so often that man spawns alive instead. The nearby apartment is Granny Rags' place, and though its front door is locked, the balcony is wide open. Ignore entry for now and blink up to the thin, street-spanning roof. From here, one can spy a corpse of Slackjaw's scout, containing bolts and coin. (50/3794) Enter Granny's house and collect the downstairs loot: sleep bolts, a mana potion and 100 coins worth of souvenirs. (150/3794) The back alley accessible only from her house contains a rune and the level's only Outsider shrine. For reference, most shrines will contain a rune and have that void-colored glow, plus give an appearance from the Outsider himself. It's possible what he says is affected by one's chaos levels. Speak with Granny to start a small event where three "gentleman callers" -- thugs from the Bottle Street Gang -- rap on her door. Neutralizing them will, after reporting to Gran, spawn another rune in the 2F boat room. Those who're going the stealthy route may want to use the upper balcony area with those sleep bolts; everyone else can gun 'em down on the stoop. They do carry some coins between 'em, too. (180/3794) Granny will also want the player to poison the gang's still with supplies stolen from Dr. Galvani...interesting... Continue down the road to reach Bottle Street, little more than a filthy alley leading to the distillery. Take the supplies from the barrelhead (200/3794), including sleep bolts, and go down the side alley, in Clavering's direction. There, one will find two thugs harassing Griff, a resident shopkeeper. One will carry some gold. (210/3794) Break down the barricade to save Griff and he'll offer his wares, though they have jacked-up prices: Sokolov's Elixir -------------- 200 Guard Bullets ----------------- 50 Blueprint: Lens Magnification - 200 Blueprint: Sokolov's Formula -- 200 Sleep Darts ------------------- 100 Bolts ------------------------- 50 Rewire Tool ------------------- 200 Griff will then walk outside and wait in front of the stairway from now on. It's worth mentioning that, if Griff is never saved in this section, he'll appear as a weeper later, and none of his wares will be available (naturally). Loot his store for a few coins (225/3794), then use the old bathroom to reach 2F, where there's a geological survey map to steal. (300/3794) Oh, and a bone charm. Now it's time to loot the rest of this back-alley dump, sans the art dealer's apartment, which is currently locked at all entrances. Find Griff and spy the upper flat opposite him, only higher. Blink up there for some loot (350/3794) and blink to the abandoned apartment's balcony, which has far more trinkets and coin to appropriate, not to mention a rewire tool, sleep bolts and health elixirs -- 140 in all. (490/3794) That's all the coins in this neck of the woods. Ignore the nagging destination icon and head into the distillery, where easily missable loot awaits. _____________________________________ ������������������������������������� DUNWALL WHISKEY DISTILLERY [OPTIONAL] _____________________________________ ������������������������������������� CHARMS : 1 (2/5) RUNES -: --- COINS -: 342 (832/3794 Total) SHRINES: --- PNTINGS: --- This is a hostile gang-controlled zone, and outside of the stairway thug who suggests Corvo scrams, will attack on sight just like normal spooked guards. Looting this area quietly will require using the distillery's plentiful pipe routes and shadows, although considering how many foes are here, it's not a bad idea to just get everyone out of the way at once. (Makes looting easier, plus there's an trophy for engaging 5 enemies and killing all of 'em. The inner distillery has a bootleg elixir still for healing, so feel free to waste some out here.) Only two of the yard thugs carry gold, 35 total (525/3794), however. Anyway, for static loot, right at the entrance, use the upward plank path to find herbs on the pipes. (545/3794). This upper route gives easy access to the old railway building's roof, which has a basket with a grenade and bullets inside. Blink down to level ground and nix the nearest patrollers, letting Corvo get the ore and pouch near the firelit sitting area (595/3794). There's three more copper wire deposits to find: one near the refinery entrance, one in the cell alongside it, and one in a garbage pile kitty-corner from the entrance. That's the final thirty coins in the outdoor area. (625/3794). The interior guards, though plentiful, only carry a pittance as well -- 40 total! (675/3794) With them out of the way, one way or another, it's time to get the rest of the loot. Nearest to the entrance is the control room, which has lockers with wire and hemlock essence. (705/3794) The crank opens a way into the adjacent supply room, containing ammo, grenades, elixirs and a few trinkets to boost one's purse. (755/3794) Hop down from the control booth and find the couch nearby; there's a fiver in the ashtray. (760/3794) Continue to the back storage area, and be careful if one uses the lower route, which is booby-trapped. The 2F platform contains 10 coins (770/3794) and hemlock essence (790/3794), while the downstairs locker has thirty-one coins (821/3794) to nab. Finally, in Slackjaw's noticeably empty office, there's 11 coins under the stairway (832/3794). Be sure to use the still here to make extra health elixirs, if needed. Finally, get the bone charm above this area's stairway -- it's on a high rafter, and will probably require a barrel to act as a blink stepping stone. ________________________ ������������������������ JOHN CLAVERING BOULEVARD ________________________ ������������������������ CHARMS : 1 (1/5) RUNES -: 1 (4/7) COINS -: 280 (1112/3794) PNTINGS: --- Finally, we wind back to the area's main thoroughfare, Clavering Boulevard. This stretches from the ruined bridge/waterfront, through the residential district's walls of light, and ends at the doorstep of Holger Square. Not as far as it seems, though all areas are guarded... First, the waterfront. Eliminate the guard closest to the wall of light and stash his body somewhere, lest a residential guard come running. (842/3794) Next, eliminate the three body-dumpers on the bridge in the preferred fashion, earning three pouches, 30 in total. (872/3794) Outside the railing the trio was tossing stiffs, there's a pipe running the length of the bridge. Use this to get around the stalled shutter, earning 100 coins (972/3794) and the third bone charm. Next, loot the guard station -- if not done already -- for a springrazor, rewire tool and some potions. Rewiring walls of light gives a free barrier from pursuers and rats, but will disintegrate the loot they carry, giving it a potentially major downside. The first time a guard is evaporated in this manner, a trophy will trigger. Regardless, near the guard station is a roof with kingsparrow feathers on it, which can be reached by blinking and climbing, avoiding the need to waste any resources at the Wall (982/3794). One of the watchmen in this area, often in spitting distance of the wall of light, holds a pouch (992/3794). When the coast's clear, search near the motorized carriage for a tyvian ore basket and a pouch on corpses, 50 in all. (1042/3794) Before bothering with Galvani's offices, let's clear out the rest of this street. Approaching the second wall of light has a small scene, ending with guards returning to patrol -- perfect mugging time. Do away with the final wall of light and perch on the neaby carriage, containing two more tyvian ore deposits (1082/3794). The guards here don't carry anything, so eliminating 'em isn't too hard, with their splintered patrols and -- on high chaos -- a high chance rats kill a couple. The guard booth contains the fourth rune in the level, plus some other goodies. Finally, the side alley near the guard booth contains three crooks fighting over a dead guard's earnings. Refrain from disturbing 'em -- their row kills all but one, who can then be picked off. The take is thirty gold, split among two thugs (1112/3794). NOTE: Technically these guys are on Bottle Street, but since the distillery yard is isolated and the two halves aren't connected too well, I'm not going to do any confusing switches. Those who want to go to Holger Square for the main mission can do so at this time, while those eager to assist Granny can go to Galvani's offices. DR. GALVANI'S OFFICES ��������������������� CHARMS : --- RUNES -: --- COINS -: 425 (1537/3794) PNTINGS: --- Though there's two entrances into the building, the walkthrough will assume one went in at the front door. Three guards inhabit the 1F grounds, and all split up, so neutralizing them should be rather easy. This lets one acquire the single coin from a dresser near the entrance (1113/3794) and herbs from the rat-filled room by the kitchen (1133/3794). The key into the pantry is hanging right by the table, and said structure provides safe rat-whacking capabilities, too. Creep upstairs to the bickering lovebirds, then pick off the maid when she goes to clean the bedroom. Nab the pocketwatch (1183/3794) and enter the dining room. A table map (1258/3794) and antechamber chest pouch (1283/3794) are ripe for the taking, as is the safe. The combination is 2-8-7, alluded to in Galvani's bedroom journal and written explicitly on an upstairs blackboard. It contains 200 coins worth of ingots (1483/3794). On the third floor lab, grab the whale oil on the chem lab table (1513/3794) and smash a cabinet near the audiograph for more coins (1524/3794). One of the bookshelves here hides a secret room, and should be easily found thanks to the telltale drag marks underneath it. It contains the final coins in the level (1537/3794), plus bull rat viscera for Granny Rags' dubious scheme. That's all that's left in this area! Three watchmen will spawn below in this time, but they carry nothing of importance, so avoiding them is fine. ** NOTE ** To complete Granny Rags' quest, return to the Dunwall Distillery's back office and operate the still. The option to infect the water with the rat viscera appears when inspecting the valve. Be sure to milk the valve for as free health elixirs before doing this! Once done, report the "good" news to Granny, spawning another rune in the upstairs boat room. ________________________ ������������������������ HOLGER SQUARE [OUTDOORS] ________________________ ������������������������ CHARMS : --- RUNES -: --- COINS -: 291 (1828/3794) PNTINGS: --- Immediately on arrival, there's a chance to coldcock a guard and rescue the admiral's ally, Overseer Martin, who'll return to the pub on his own. (Free him with the side lever.) To continue, blink over the locked gate to find some guards discussing the heretic's brand, used to banish people from their religious order. Hearing this convo gives a new destination in the archives building, for checking up on the tidbit. There's four guards in this area: two who stay outside, one who patrols in and out of the security checkpoint, and another who stays only in said checkpoint. With them out of the way, one can freely get the tyvian ore on the parked carriage (1557/3794) and a bit of wire under the commodity stack right near it (1567/3794). Go through the checkpoint building -- which is loaded with ammo types -- to reach Holger Square proper, where Campbell's office building and the Overseer archives are located. Only one guard patrols the street, and once he's done with, look for a sidewalk pouch along his route (1667/3794). Next, descend the stairs near the checkpoint's exit. The higher pipe can be climbed to get a war medal (1767/3794), while the smaller overflow passage contains 11 coins en route to the kennels' maintenance room (1778/3794). Ignore the kennels entrance for now, though. The main courtyard has another pouch, right under the archives-side stairway, immediately after exiting that maintenance room (1788/3794). If one can get to the office building's main entrance, there'll be two drainage chambers accessed by knee-high crawlspaces -- one contains 30 coins total (1818/3794); the other reveals Campbell's secret room, plus has an eavesdrop convo where one learns his black book is kept with him at all times. The coins on the barred window can be taken, but they'll be documented later in this section. Finally, the last 10 coins (1828/3794) are located on a third-floor ledge of the archives. It's possible to use the courtyard's barbed gate for blinking -- if one doesn't mind the health loss -- but potion-saving fanatics have a few other ways. Easiest, perhaps, is using the area's first guard booth, then using blinking to the ledge via the lamppost. The player now has access to the upper archives windows, the overseer office building (in same fashion, by following ledge), plus the kennels and even the backyard. The office and backyard are mandatory; the archives and kennels are optional. The latter can even be missed by inattentive players -- definitely did that on my first time! The guide will assume the player entered the archives from the upper window. ___________________________________ ����������������������������������� HOLGER SQUARE [OFFICE AND ARCHIVES] ___________________________________ ����������������������������������� CHARMS : RUNES -: COINS -: 1126 (2954/3794) PNTINGS: 1/1 The 3F archives makes up a wing of the main building, and is rather isolated, with only four guards patrolling the area. One stays in the main library; the others walk around a bit, maybe going in the interrogation room or just looking out the hallway windows. For the sake of explanation, this entire area will be considered the "Archives". First, eliminate the guards. Those who don't Dark Vision LV2 to see through walls may want to get a bird's-eye view in the library, which provides many such hiding places, plus an upper chandelier route in the hallway, for quick ingress/getaways. The one in the library cubicle and reading aloud won't go anywhere, and could be left alone, if he wasn't by some loot. The others can be picked off as they enter/exit the archives. The empty cubicle can be a good stashing place, since no one goes in there. (Those using Shadow Kill to turn victims into ash won't have this additional problem.) Now, for looting. In the library itself, get the pouch under the desk where the branding instructions are (1853/3794), then search one of the tinier desks on the upper landing for fifteen more (1868/3794). The loud-mouthed overseer talking about Corvo stood over a desk containing an Old Coast map (1943/3794). In the open-windowed hall, there's 15 coins under a hallway table (1958/3794), some hemlock in the branding room (1978/3794), and a final pouch in the stair leading to the interrogation room (2003/3794). One of the guards has the key to said room, for those that want easy access, although it's possible to use pipework in the branding room to blink in as well. With the archives wing looted, enter the meeting room past the hall alarm. As Curnow and Campbell talk in the next room, quickly loot the best stuff from the area: 25 coins under the table (2028/3794), 25 in the nearby locker (2053/3794), and a rune above the fireplace. Those who want to save Curnow's life should inspect the wine glasses and spill them, or poison Campbell's instead. Doing nothing, or poisoning both, will kill Curnow (naturally). � The meeting room has a couple glitches. Campbell, Curnow and the overseer retinue may become spooked for no apparent reason, causing Curnow to flee the premises; Campbell goes into his B1 secret room. (This scenario saves Curnow, avoiding the wine event entirely.) Another glitch is Campbell and his guests remain locked in that lounge area and there's no way to flush 'em out. If the glasses are spilled, Campbell will instead lead Curnow down to his B1 hidden room near the kennel entrance. Left to his own devices, Campbell will kill Curnow, so Corvo'll have to intervene before then. Assassinate/KO the High Overseer as he has the captain observe the painting and the act won't be tattled on. � The walk to the secret room is much easier if Corvo eliminates incidental guards. This eliminates the need to deal with any who also frequent that well-lit stairway. � Note that during the "walk to the secret room" portion, Curnow's guards'll start searching for him. This always happens, so don't think something's gone wrong! When Curnow leaves, all but one should leave with him. They don't carry anything, so it's not worth tracking them down. � If Curnow is somehow knocked out (sleep dart, etc.), his safety is only ensured by ferrying him to a safe place -- in this case, the specially marked dumpster near the Backyard entrance. Once tossed in, he can't be taken out. This secret room has some goodies, too, not including the rune: the Sokolov painting itself (2353/3794), coins on the barred sill (2364/3794), scattered coins on the mattresses (2392/3794) and the decor plate within the display case (2542/3794). For the remaining goodies in this level, one must clear out 1F main hall -- the collection box (2629/3794) and the coins beside it (2644/3794), plus Grafton's burial urn containing Holger's Gem (2844/3794) in one of the 1F display rooms. Don't forget to revisit the room Campbell and Curnow initially started in either, which contains a cigarette case (2944/3794) and an extra coin on a chair (2954/3794). If Campbell is killed, there's nothing else to do...but the nonlethal route requires a bit more fun: the Heretic's Brand! Deliver Thaddeus to the archive wing's interrogation room, strap him into the chair, and get the branding iron from the mini-office overlooking that lower area. (Those who don't have the key for the hallway entrance can blink through the bars' pipe opening, remember.) One short chemical burn later, Campbell gets a hideous facial scar and we get a trophy! Martin had said earlier he'd sent Samuel to the Backyard for extraction, and that's precisely where the destination is now. However, those who want to get all money in this mission will need to visit the isolated Kennels area below the archive wing. __________________ ������������������ KENNELS [OPTIONAL] __________________ ������������������ CHARMS : --- RUNES -: --- COINS -: 315 (3269/3794) PNTINGS: --- First things first, neutralize the hallway enemies -- two guards and one guard/dog team. Use the pipes that stretch adjacent to the ceiling to get good vantage points. One guard contains a small pouch (2979/3794). Eliminate the remaining caged dogs in a preferred manner, and open all their cages -- "F" requires picking a kennel release lever out of the nearby empty cell, which is broken open. Cage A contains a pouch and wire (3039/3794) and has a few coins along the wall opposite its entrance (3049/3794). The cage between B & C is permanently locked, but can be entered via pipework on it ceiling, letting one get its locker goodies and pouch (3099/3794). The remaining cage-held items are in "F," containing bodies the game oddly marks as "survivors." The pouch/coins combined add up to forty-five (3144/3794). Next, loot the miniature guard station. The locker by the bunks contains whale oil (3174/3794) and hemlock essence (3194/3794), and the food tray has coins by it (3219/3794). A note here mentions hidden loot in the locked hound disposal room, its passcode being a reference to the Seven Strictures. Those who don't want to seek out the book (such as the one in the survivors' cage) can punch in the password: 2-1-7. The reward is sleep darts, some potions and 50 coins (3269/3794). Oh, and a rat swarm. If one's followed the guide, all coins in the level have been collected, save those in the final area. Head to the Backyard now, via the Overseer's office (1F exit) or Holger Square's street, not far from the dumpster Curnow can be dumped into. ____________ ������������ THE BACKYARD ____________ ������������ CHARMS : 2 (5/5) RUNES -: 1 (7/7) COINS -: 525 (3794/3794) PNTINGS: --- Those who enter from the main building exit near the area's only alarm, while players coming off the street have a slightly different scenario -- overseers squabbling amongst themselves. If one defeats the two accosting the maskless overseer and his sister, he'll give a helpful hint: the bunkhouse safe code is 2-0-3. This would otherwise be learned from a note in the mess hall. Either way, there's a lot of guards in this section. Many can be found alone, while others patrol the small street with wolfhound companions. It's possible to ignore some of them, though players eager to get all coins may as well get rid of them all first. When tackling a man-beast duo, always go after the overseer first -- the dog can't ring alarms. With the human element removed, loot collection is much easier. By the office exit, there's a small shack with a pouch (3289/3794), plus another in the crawlspace below the alarm stairway (3339/3794). High above the exit, in an announcement booth, is an unlocked safe containing an ingot (3439/3794). To reach it, one must climb onto the connected ledge, a feat done easier further along the edifice (blink up some machinery). Next, hit up the bunkhouse. If one took care of the guards here, they'll have "euthanized" their friend and went their separate ways, giving time to scare up goodies. Lockers within hold pouches and coins, respectively (3464/3794), while the safe contains an extra fifty (3514/3794). There's copper wire under a roof sign that provides the rest (3524/3794). Move to the next-door workshop, connected at roof level, with an overseer perhaps still on duty (hopefully not!). The front door is locked, so bust in via the skylight. There's a ton of good stuff here: tyvian ore underneath the stove (3544/3794); wire, powdered crystal, ore and hemlock essence scattered on some shelves (3624/3794); more essence on a sink (3664/3794); and finally, another pouch on the door-side shelf (3669/3794). Those who want to open the locked cabinet need only find the "unusual bottle" on a shelf, which contains the key. Smash it, unlock the sucker and get the special Sokolov plans for an armor upgrade. (The key is visible in Dark Vision, but is so small, it's easy to miss at range.) Make sure to get the tabletop rune before leaving! The alley near the Backyard's street entrance has some goodies, too. Hop the fence -- a guard will have the key to pass normally -- and deal with the overseer altercation fight as normal. The dumpster on the landing overlooking the stairway they were on has a pouch nearby (3679/3794), while the well-lit pantry accessible along the main stair route has more goodies (3699/3794). Next, it's time to hit up the bone charm building, not far from the workshop. With the main door shuttered, one can only infiltrate through the broken 2F window -- just watch out, 'cause it's booby-trapped. Eliminate the rats below in the preferred fashion, then snag the vice-held charm, plus errant coins sitting nearby (3729/3794). Almost done! Visit the mess hall, eliminate the dog here if not done yet, and scrounge for coins on/under a table (3744/3794). There's a note here that tells the bunkhouse safe password, if still uncracked. Ignore the destination icon leading to Samuel and instead visit the other cliffside building, which has half its interior barricaded. To reach that area, simply climb onto the roof, look for a cliff ledge to safely drop onto, and smash into the middling 2x4 barricade. The prize: the final bone charm and coins (3769/3794). There's an alternate entrance involving the workshop crank and its recepticle on the building's opposite side, but it needn't be done. Finally, descend the cliff chain to find Samuel's getaway boat. There'll be one last coin deposit here (3794/3794) on a barrel. ______________ �������������� HOUND PITS PUB ______________ �������������� Coins: 239 If one saved Curnow, Callista gives a 100-coin reward for the trouble. A few other loot sources are accessible, too: ore in Piero's upstairs trunk in the garage; whale oil in Pendleton's room; hemlock essence hidden behind a draped chair in the pub servant quarters; herbs under a bed in Emily's tower. The rest can't be obtained until one sleeps, which officially begins the next mission. SPECIAL OBJECTIVE OVERVIEW �������������������������� Only one Campbell-related note is attainable during the mission. � Rescued Griff the Scavenger � Helped Granny infect the Bottle Street Gang � Saved Captain Curnow � Saved Elsa from zealous Overseers � Branded Campbell as a heretic � Poisoned High Overseer Campbell _______________________________________________________________________________ ������������������������������������������������������������������������������� 3) HOUSE OF PLEASURE [WK03] _______________________________________________________________________________ ������������������������������������������������������������������������������� Runes ---: 5 Charms --: 5 Shrines -: - Paintings: 3 Coins ---: 4084 ______________ �������������� HOUND PITS PUB ______________ �������������� Coins: 239 Speak with Havelock downstairs to get the sewers key, allowing Corvo to check the noise problem in the lower drains. Drop through the entrance near the admiral and get some wire (10), then coins in the boat (11) and along the dry walkway (6) halfway between the boat and the pub's door. There's another (10) in the water right near there. Further in, two plague victims -- weepers, rather -- are shambling along the path...which is odd, because all entrances have been locked and there's no way to get in. Corvo will have to incapacitate them in his preferred way. Afterwards, get the two runes (one in flipped cabinet, one in water right near it) and the remaining coins (6 along cabinet, 6 in water). To leave, use the waterfront gate or hop through one of the pavement sewer grates. They'll close after awhile, but the latch mechanism is still visible below, and can be triggered via simple hops. To really kick off the mission, meet in the pub to find Martin's arrived and has info: Lord Pendleton's brothers have Emily at the Golden Cat gentleman's club. Get anything needed from Piero (upgrades...?) before letting Sam take the reins down the Wrenhaven. ____________________________ ___ _ ���������������������������� | \ \____ DISTILLERY DISTRICT OVERVIEW _|__ / | ____________________________ |____\ \ | ���������������������������� |____ ) | |�������������������������| | / / J | | � - Charm/Rune/Painting | |___/ | | A - Endoria Street | ____|__ / ���� | | B - Bottle Street | _| \ I( (__ __| | C - Clavering Boulevard | _| � ) ) ) / | D - Griff's Shop | | |�\ \/ / / / | E - Whiskey Distillery | Gaff -| | \ / / / |_________________________| Street |_ | ) ( {�{ ________ _| |___| |_|H|__| �|__________ |_____ ____ _| __ E | | | | �� | |__ \ | |_ | | �G C ��F | �| )�|__| | | _| |____| |__| |_| ������� ���|_______|___ ___ |<-Bloodox Way __| |_ D | | _| |__ _ _ |_ |___|B | |�������������������������| | |C|_ |_| | | F - Art Dealer's Apt. | _ _____|______| _ A ___________| | G - Galvani's Offices | START-| | _______ ->| |-> | | | | H - Granny Rags' House | |__/ |_|�| |����� ��� | I - The Captain's Chair | | | | J - The Golden Cat | | | |_________________________| |_| _______________________ ����������������������� ENDORIA & BOTTLE STREET _______________________ ����������������������� CHARMS : 1 (1/5) RUNES -: --- COINS -: 240 (240/4084) PNTINGS: --- Time for another trip through the sunny Distillery District! As before, we'll ignore Clavering for awhile and clear out the side areas first. Of course, since the bridge area now has a watchtower -- which shoots rockets when its spotlights find Corvo -- it's a bit harder than before. The player gets to see the tower in action on approach, as it uses weepers for target practice. Approaching the waterfront stairway cues the first guard to appear, who carries a few coins on his person (10/4084). Slip down Endoria when the watchtower's looking elsewhere to Granny Rags' old apartment; though it's shuttered, the exterior cabinet now has a couple goodies (30/4084). When one blinks up to the adjacent roof -- where a dead lookout was in the High Overseer mission -- there's another one! (42/4084) At Bottle Street's entrance, a thug mentions the gang leader Slackjaw wants to see Corvo, down at the distillery. Hold that thought while picking one of the thug's pockets (52/4084). Blink up to a nearby roof to find Bloodox Way, the alley Griff's shop is on, now has three visitors: assassins lying in wait -- highest apartment, middle apartment, and low roof alongside the art dealer's building. They're a bit more hearty than normal watchmen and can teleport a bit, so when they gang up, it's rather annoying. Take 'em out stealthfully, if possible. (The pouches they all carry contain bolts, not currency.) When the threat passes, visit Griff's store for 28 coins (80/4084) and some herbs by the fishmonger cart (100/4084). Note that, if Griff wasn't let out during the previous mission, he'll have turned into a weeper, and must be killed to get his 50-coin prize (150/4084). Otherwise, Griff will be in his usual spot, on the small landing by the entrance to the art dealer's. Finally, blink up to the highest apartment balcony and feast on the goodies: some wire (160/4084), a pouch (210/4084), and some wire and herbs in the weeper-guarded room (240/4084). Said weeper room also has a bone charm for the pluckin'. That's all in this area of side alleys. Time to go visit the distillery... This time the thugs won't be hostile, so it'll be easier. __________________________ �������������������������� DUNWALL WHISKEY DISTILLERY __________________________ �������������������������� CHARMS : 1 (2/5) RUNES -: --- COINS -: 494 (734/4084) PNTINGS: --- Outside, find the small lamplit platform along the old boarding track for hemlock essence and two coins (262/4084). If the still was poisoned in the previous mission, the exterior cell -- which contains a bone charm -- also contains three weepers. It isn't a bad idea to kill them here safetly, as they tend to escape after meeting Slackjaw. Before meeting the bossman, though, let's loot this place for all she's worth. Inside the control room, the locker has hemlock essence (282/4084). Crank or blink into the adjacent isolated room for more goodies: it contains oil, essence, powdered crystal, herbs, wire and coins -- 142 total (404/4084). Get the distillery reserve key and the Incandescent Paste blueprints, too. Next, find the cell on the distillery floor. If the still was poisoned in the previous mission, it'll have weepers in it; if not, it'll be empty. [The gangbangers in this area will help fight off weepers if they're spooked, so don't feel the need to waste precious ammo here.] The reward for opening the cage is two herbs, two pouches, a sextant, wire and hemlock essence -- 270 total (674/4084). Lastly, head into the barrel storage area around Slackjaw's office. The lower lockers have two hemlock essences (714/4084), while the landing above the office has two wire deposits, on a shelf and table. (734/4084). Finally, speak with Slackjaw to get a proposition: if one finds out what happened to his cohort at Galvani's offices, he'll provide a better route into the Golden Cat. This dealing is completely optional, but since it's the only way to get one of the mission's bone charms, and it's worth going to the good doctor's lab anyway, it may as well be done. On the way out, use the distillery reserve key to get the bone charm from the outdoor weeper cage. There'll be 3-4 others that attack at this time, and they'll surely kill the exterior guards if Corvo doesn't intervene. They're expendible, though, so who cares, right? Off to Clavering! ________________________ ������������������������ JOHN CLAVERING BOULEVARD ________________________ ������������������������ CHARMS : 2 (only 1 available now) RUNES -: --- COINS -: 167 (901/4084) PNTINGS: --- Let's start at the bridge area, now cut off from the residential area with a big shutter. (The exit to the mission is at the waterfront, so there's no point in skipping it.) The most pressing matter is eliminating the automated watchtower, which only requires blinking to its backside platform and taking the oil canister out. Before doing that, though, one should clear out the two watchmen near the guard station, one of whom carries coins. (744/4084) The bridge watchman takes a long time to loop his route, leaving ample time to nix the tower and eliminate him afterwards. With opposition out of the way, one can get the coins in the ammo-filled guard station (751/4084), wire on the nearby commodity stack (761/4084), and the remaining few at the bridge's end, near the mattresses and weeper (766/4084). Next, visit the residential area, just past the street shutter. The longest way is entering Clavering through Bottle Street; the shortest is hopping the wall near the guard booth. The latter way helps, since it allows one to blink onto Galvani's balcony and get rid of the eagle-eyed scout surveying the street (776/4084). Three of the guards at street level, including the one on Galvani's stoop, contain similar pouches, thirty coins total (806/4084). Note that it's possible for pouches to drop and glitch through the sidewalk a bit, preventing Corvo from getting 'em. Coin-hungry fiends would do well to save before this part. Before going into Galvani's digs, let's get the rest of Clavering's goodies. Take the stairs down to where Bottle Street runs perpendicularly to find some space-wasting weepers. Right near their position is a maintenance area where Granny Rags has relocated. She doesn't have any special quests this mission, but does have hemlock essence and wire around, 30 coins worth. (836/4084) Be sure to get that bone charm on the stovetop, also. Next, let's get rid of the remaining goons topside. Four guards -- two near the wall of light, two on the street beyond -- each carry 10-coin pouches. (876/4084) Be careful darting out into plain view, though, because there'll be a second watch tower mucking things up. Those looking for a good hiding spot should check the crate stack, almost within max blinking distance from the WoL -- there's a space underneath to hide and snipe from. Enemies killed via a reworked WoL will disintegrate loot, though, so don't go that route if max coinage is the goal. When Clavering is guard-free, get the wire on the commodity stack (886/4084) and loot the guard booth for a few elixirs. The final step is entering the small area adjacent to Clavering -- Gaff Street -- and helping the survivor being harassed by two watchmen. Corvo can earn the key to the art dealer's apartment for helping her, or loot it from her corpse, if he's slow to act. Regardless, that building's 2F balcony is unlocked, so doing this event isn't mandatory. The last coins here are near the event, couch wire (896/4084) and a dumpster-side coin (901/4084). That's all Clavering can offer for now. Off to Galvani's! _____________________ ��������������������� DR. GALVANI'S OFFICES _____________________ ��������������������� CHARMS : --- RUNES -: 1 (1/5) COINS -: 648 (1549/4084) PNTINGS: --- As before, a few foes appear in the ground-floor showroom -- City Watch, not overseers -- though only one carries a meager sum (911/4084). The bunk room has a fiver on a locker and a single on the desk (917/4084), while the storage room near the kitchen, which used to contain ravenous rats, has hemlock essence (937/4084). There's nothing else of interest on 1F, though players with high chaos will find many rats scampering about. Sidle up to 2F, deserted 'cept for another rodent pack. Nothing of interest here except the antechamber adjacent to the dining room, containing some desk coins (954/4084) and a 500-coin jackpot in the chest (1454/4084). As far as I know, the safe's contents, if ignored in the previous mission, are gone. Stealthfully approach the 3F lab to find two guardsmen standing over a dead informant -- Slackjaw's man. One of the guards carries a purse (1474/4084). When the opponents are out of action, loot the rest of the place: feathers on a stair-side table (1484/4084), balcony-exit shelf (1494/4084), table near the bathroom (1504) and the dissection area (1514/4084); and a pouch in that same dissection area (1524/4084) and bathroom (1549/4084). When ready to leave, take the audiograph recording from Crowley's corpse and the rune from the 3F secret room, then return to Clavering. Doing so spawns three more (penniless) patrolmen on the lower street. � Those who want to help Slackjaw out can return to him at this time, trading the recording for the Captain's Chair Hotel Key. Slacky will also offer a second proposition: he'll deal with the Pendletons himself in exchange for the art dealer's safe combination. This offer doesn't have to be taken (and stands if refused, assuming the Pendletons are alive) but is the only way to deal with the targets in a nonlethal manner. ________________________ ������������������������ THE GOLDEN CAT BATHHOUSE ________________________ ������������������������ CHARMS : 1 (5/5) RUNES -: 3 (4/5) COINS -: 1400 (2949/4084) PNTINGS: --- There are two accessible ways into the bathhouse's street (below). Note that Clavering spawns six more watchmen after meeting with Slackjaw; like the other three before, they don't carry anything special. The three near the boulevard's hotel can be ignore, if one's in a rush, since they won't be encountered during exfiltration. � Clavering Boulevard: After the wall of light, take the right fork to the normal entrance. This is at street level. � Captain's Chair Hotel: After the wall of light on Clavering, take the left fork and enter the locked hotel. This gives immediate roof access upon entering the brothel's district, and provides a bone charm along the way (under hotel's interior stairwell). There may be weepers in here during a low-chaos playthrough. Regardless, it's possible to reach roof level from the street, through some blinking and/or ventilation-box climbing. One of the alleys contains a spot to do this, and there's another near the street-level guards' hangout. (That ruined apartment adjacent to there contains a 3F rune; blink into its 2F balcony, then use the interior hole to reach it.) Before going in, let's clear out the brothel's front area. Two of the three guards at street level -- one being harassed by a working girl, another the first one the player sees when entering from lower Clavering -- each contain 25 coins (1599/4084). There's a tenner behind the dumpster in this stairway area, too (1609/4084), plus another fifty from the aristocrat at the Cat's front door (1659/4084). Note that he eventually leaves the area, so this has to be done quickly. Finally, another coin-carrying guard (1684/4084) leaves the building eventually to hang with his buddies. He can be ambushed there or inside. **NOTE** Before going in, know that killing any Pendleton will spawn patrolling guards near in the 2F lounge. This happens for each brother. Those who want to do the nonlethal route but get all coins will have to KO the brothers, but do everything else. (Slackjaw's 2nd offer is off the table if Morgan/Custis dies.) GOLDEN CAT 1F ������������� Slip into the Golden Cat's first floor, via the normal entrance. There's some coins and a pouch behind the reception desk (1809/4084), while the adjacent employee-only shower room has hemlock essence and kingsparrow feathers in a locker and on a sink, respectively (1839/4084). There's two working girls in there, though, so they'll need to be dealt with first. GOLDEN CAT 2F ������������� Next is 2F, accessible via the interior stairway or the edifice's 2F balcony. Either is fine for eavesdropping on Madame Prudence; after that conversation, she enters her office (facing away, haha) and the other guard goes about his business. Coldcock the old-timer to get her master key, and loot the desk's hemlock essence (1859/4084). The ledger here will pinpoint the Pendletons' whereabouts. Morgan will be in the 2F Ivory Room or the 1F Steam Room; Custis will be in the 3F Gold Room or Smoking Room. Continue the 2F sojourn into the central stairwell area. Eliminate the guard who was talking with Prudence, then stash his body (if required) before one triggers the next two guards' girl trouble convo. While that's happening, get the carmine statuette (1959/4084) by the balcony entrance. Soon, the two guards split up -- one stops nearby, the other waits on the far balcony past two unconscious revelers. Both carry a pouch, 15 coins total (1974/4084). A rune is stuck to a wall display right nearby, too. Now to clear out the rest of the floor. First, kill/incapacitate any guards patrolling the main lounge area, a feat easiest with Dark Vision LV2. There's always one near the Ivory Room, plus another pouch-laden balcony officer, who carry 25-coin pouches (2024/4084). The girl trying to rouse the sleeping guard can be knocked out to get his 55-coin bounty nearby (2079/4084). Bunting, the art dealer, always occupies the Silver Room, which is rigged for his electro-torture fetish. Corvo can repeatedly administer thunderbolts of justice in order to learn his safe's code -- however, this can only be done if Corvo learned of it somehow, such as Slackjaw's request. If Corvo came straight here without learning of the safe, he can get the house key instead. Bunting won't raise alarms or flee, so there's little reason to trouble him further. The Ivory Room is one of Morgan's possible hangouts. If he's in there, he'll have his personal pouch with him (2179/4084), plus a lady attendant for his massage. It's possible to kill him from the front door or sneak in via the outside balcony ledges for stealth tranqs. GOLDEN CAT 1F (STEAM ROOM) �������������������������� Downstairs from the lounge is the steam room, and getting there may require tranqing the dancing girls or strategic blinking. There are two guards here that just stand/patrol by the central pool; they carry 25 and 50 coins, respectively (2254/4084). If Morgan appeared in the Ivory Room, a guard will be getting a massage down here instead, in the same spot Morgan normally shows up in. It's also possible the patrolling guy goes back upstairs instead of walking the pond in perpetuity. If Morgan does show up, he'll have his personal 100-coin pouch with him, plus another in the steam room, on the towels (2354/4084). To get the trophy "An Unfortunate Accident," one must kill a Pendleton in the steam room by turning up the steam in the adjacent maintenance area. Getting into said area requires Prudence's master key, then attaching the valve for a spin. Doing this normally will kill the courtesan that's with him, however. There's also a coin and copper wire on the maintenance cabinet (2365/4084). � If Morgan doesn't spawn in the Steam Room, one can still get the trophy by knocking him out elsewhere, dropping him in the deathtrap room and doing a steam kill that way. It should work with Custis, too, to my knowledge. � If Morgan doesn't spawn in the Steam Room, that means his 100-coin pouch is in the Ivory Room instead. GOLDEN CAT 3F ������������� Let's start in the employee-only area, which leads to Prudence's very own suite. There's 130 coins on her desk (2495/4084), two riverkrust pearls in her trunk (2595/4084) along with some tyvian ore (2615/4084). Don't forget to steal her mantlepiece bone charm either, the last in this mission. Next, visit 3F in the lounge, the highest floor available. This is easiest from the main staircase, although blinking to the circular hanging platform above the lounge's center (where the dancing girls were/are) may provide the best blinking access. There's four guards up here, although only two -- one near the smoking room and one by his lonesome on a balcony -- carry any coins for Corvo -- 25 each (2665/4084). The balcony guy is by the Smoking Room, so if Custis spawns in there, it may have to be put off awhile. The Gold Room contains Custis' gold pouch (2765/4084) and the empty balcony has copper wire (2775/4084) for the taking. The Smoking Room has a cigarette case (2825/4084) and extra coins (2855/4084). If Custis spawns in the Smoking Room, his Gold Room pouch and a courtesan are with him. As with the tier below, these special rooms have ledges one can use for quick entrances and getaways, or just a quick river tossing. The Smoking Room has a broken window that can provide some fun, too. GOLDEN CAT 4F ������������� The fourth floor is only accessible from the employee-only stairs. The first room available has a woman inside. Knock her out, etc. and take the 37 coins worth of items on her two lockers and desk (2892/4084). Next, visit the farthest room, empty, except for its 57 coins worth of items, also in several lockers and desks (2949/4084). That should be everything in this rat-infested hellhole, except for the middle room's prize...Emily! After a quick scene, she'll lead Corvo to the 1F VIP Exit, a small alley that leads right back to Granny Rags' new "house" under Clavering Boulevard. (This counts as saving Emily; she automatically appears at the waterfront exit by Samuel's boat now.) Prudence's master key is needed to leave the Golden Cat. All coins in the level should now be collected, save those at Bunting's house on Clavering. Those who made a deal with Slackjaw for the safe code can bring him that info now (if doing things nonlethal) or rob the place oneself. The latter must be done to get all coins, which means double-crossing Slackjaw. Oh well! ______________________ ���������������������� ART DEALER'S APARTMENT ______________________ ���������������������� CHARMS : --- RUNES -: 1 (5/5) COINS -: 1135 (4084/4084) PNTINGS: 3 (3/3) First, let's tackle 1F, accessible from Clavering or Bottle Street's alley. The small pantry near the boulevard entrance contains powdered crystal and two herb canisters, 70 total (3019/4084). Rats will run here if one visits the boarded-up bathroom, so avoid that outcome. Also, those who entered the building surreptitiously from the unlocked 2F balcony can find a house key here, hanging near the powdered crystal cabinet. Sneak up to 2F to find thugs admiring a painting. One will carry a pitiful sum (3024/4084), but the real prize is the Sokolov self-portrait, "Light Along the Inverse Curve". Like all Sokolovs, it's worth a bundle (3324/4084). There's nothing else here, though, so up to 3F. Two more thugs are trying to break into Bunting's safe with...shoulder blows. Eliminate them when they split up, get one's pouch (3329/4084), then start robbing the small bedroom. It contains a fiver (3334/4084), herbs (3354/4084) and a Sokolov portrait of Daud above the bed (3654/4084). Time for the finale: cracking the safe. The art dealer's code is randomized, but if it was received from him earlier, it'll be recorded in the journal's mission clues section. Inside, take the rune, the Boyle party invitation, a tenner on the desk (3664/4084), herbs in the cabinet (3684/4084), the carmine urn near the window (3784/4084) and finally...the Sokolov painting "Custis, Morgan and the Postulate Child", another 300-coin masterpiece (4084/4084). That's everything in the level! Return to the waterfront where one first came in and prepare to return to the pub. Save first, though, in case one missed a bone charm or rune somewhere -- this area is never revisited again! The docks near the boat will have a few weepers in higher chaos playthroughs. Oh, and don't forget to buy Griff's overprice schematics, too, if there's any coin left... They're only found in his shop and moderately interesting. SPECIAL OBJECTIVE OVERVIEW �������������������������� Only one Pendleton-related feat can be done. Killing any Pendleton removes the nonlethal/Slackjaw option for the other. � Helped Slackjaw find Crowley � Steamed a Pendleton to death � Put the Pendletons to work in their own mines � Robbed the art dealer's safe _______________________________________________________________________________ ������������������������������������������������������������������������������� 4) THE ROYAL PHYSICIAN [WK04] _______________________________________________________________________________ ������������������������������������������������������������������������������� Runes ---: 5 Charms --: 3 Shrines -: 1 Paintings: 1 Coins ---: 3623 __________________ ������������������ THE HOUND PITS PUB __________________ ������������������ Upon arrival, Emily will go off with Callista, and Havelock'll mention Pendleton wanting to have a chat -- he's at the waterfront, at the base of Emily's tower. He'll give his thoughts on his brothers' fates, then send one to Havelock for an update: immediately starting the next mission to capture Anton Sokolov. He was the painter dude in the very first part of the game, remember? Before leaving, get any upgrades from Piero and snag any remaining coins in this place (the table outside the garage has ore and herbs, and Pendleton's left 200 coins worth of ingots in Corvo's room, if he solved his family issue in a nonlethal manner.) ________________ ���������������� KALDWIN'S BRIDGE ________________ ���������������� _ START__ | |___ |�������������������������| |_ \_| | | | � - Charm/Rune/Painting | \__ A ___| | A - Southside Gate | | |_ | B - Warehouse | | _|_ | C - Abandoned Apartment |_______________ | | | D - Water Lock Area |��������������� | | | E - Drawbridge Way | SOUTHSIDE GATE |___ | | F - Pratchett's House |_______________ ___| B | | G - Kaldwin's Bridge |��������������� _| _____| | H - Smuggler Apartment | CHARMS : 1 (1/3) ___| | | I - Midrow Substation | RUNES -: 1 (1/5) | ___ |_ | J - North End Entrance | COINS -: 335 (335/3623) |_|C� | | |___ | K - Sokolov's Manor | PNTINGS: --- _|___| _____| |_________________________| / ____ | _ / / ___| |_|_| | Corvo disembarks on an abandoned southern dock, (D(_| |E | just off the main bridge, now closed for curfew. \__ � | ___| | Though there's four guards here, only one carries |___| |F� | | any dough (20/3623), and he patrols between the |___| |___| | guard booth and the warehouse entrance. The other | ___ | coins are from wire in the dumpster, situated near | | � | | the alarm (40/3623). Neutralizing the force here's | |___| | easier if the unblinking, unmoving booth lookout _| | | | bites it first. |_ |___| | _|_____ |_ Creep into the warehouse and, upon entry, look to | _| | | the immediate left -- there's a candlelit area under _| | |___| | | the 2F walkway containing some coins (55/3623). The |___| ___ | | __ 1F lockers near the normal exit contain two helpings |__ __| |_/ _| of tyvian ore (95/3623). | | |____/ _| |_ Ignore that lower exit and reach the warehouse's 2F | | -. control room. The foreman's desk has an upgrade plan S |_ _| | on top, while the cabinet interior has twenty-five | | | |-G coins for the taking (120/3623). | _| |_ | E--+--W | | | Four guards stand at street-level: two patrolling, | |_ _| -' one in a booth, and the other near the footbridge | | |___ connecting to the warehouse. These last two carry N _| |_ | 30 coins total (150/3623). Which order one tackles | | | them in is rather irrelevant. The normal street | ___| | route gives a good shot at three of the four, while | | H | | the upper mine cart route -- opened by replacing | |___| | whale oil in the warehouse's 2F mine cart room, and |_ ___|_ riding to the street's end -- drops one right by | | | the booth guard. That latter way works well because | |_| � | both coin-carriers end up right in that area. |___ _| __| | When the street's swept clear, look near the booth _/ ___ I | for a below-track course leading to water's edge. |__/ | | Loot the corpse there (175/3623), then climb back \___| | onto the street and enter the 2F apartment across |_ _|_ from the guard booth. There's 20 coins sitting on a | | � | table (195/3623) and hemlock in the loo (215/3623). |_ |___| To get the level's first rune, return to street |J| � | level and find the alley that leads around to an _____ ___| |___| eastern waterfront overlook. There's a hanging | | | | _| chain leading up to the rune's locked bedroom. | | |_ | |_|____ | | _| | \ The remaining loot in this area is available from | |___( | ___) ) the riverfront water lock, the entrance to which | K | _ \____| | |_| is right near the area's exit. Descend the stairs, | � | |_\_____ | | neutralize the two guards, and steal the coins in | � |_ | | | |___| the control panel locker (235/3623). Don't operate | _ | |___| | the lock, however -- blink onto it, then reach the |_____| |_| | | |_ weeper apartment. There's a bone charm here, plus |_____|___| a carmine cameo (335/3623). Onto the next level! _________________________________ ��������������������������������� DRAWBRIDGE WAY & KALDWIN'S BRIDGE _________________________________ ��������������������������������� CHARMS : --- RUNES -: 2 (3/5) COINS -: 1296 (1631/3623) PNTINGS: --- Now in a small neighborhood, wait for the guard and Prachett to part ways before continuing. If one's fast, the homeowner can be pickpocketed for his key before the front door's locked. The upper balconies can be used in lieu of that thievery. The walkabout guard has some coins (355/3623), but Prachett himself does not; the watchdog on the street nearby has nothing either, as one expects. On the riverfront sidewalk, look for two small alcoves: one contain two wire spools (375/3623) and the boarded-up one has coins (386/3623). Next, return to Prachett's house for plunderin'. The 1F hallway has a war medal plaque to take (486/3623), while the 2F living room has a mantlepiece plate (586/3623) and a sextant (686/3623) in a locked desk; it'll require Prachett's personal key. The top-floor stove has a cigarette cae (786/3623) and a safe containing two ingots (986/3623). To open the safe, find the reminder note nearby that mentions various paintings in his house -- each has a number in its frame. Of course, only two numbers are needed to guess the third. The safe contains a rune as well. From Prachett's top-floor balcony, blink into the cross-street apartment and take the hemlock essence (1006/3623) in the bathroom. Return to Prachett's and visit the roof, which gives access to a hostile survivor's flat. Loot the place for herbs (1026/3623) and coins on the desk (1036/3623), then snag the rune itself. Abutting the shrine's building is the next target -- use the exterior vents to reach the far side, which has both roof and 2F access points. The 3F flat with the corpse holds the treasure: feathers (1046/3623), coins (1066/3623) and hemlock (1086/3623). Finally, the street ends with a locked gate. The building with a 2F access point has a corpse-filled apartment with herbs and coins (1116/3623). More importantly, it gives a sneak peek at the checkpoint's nuisance: arc pylons. These oil-powered devices are like smaller walls of light, only they zap any "unfriendly" target in range. They can be jury-rigged with rewire tools or shut off like any oil-using device. (If one waits long enough, Slackjaw's men near the dumpster will put on a "how not to proceed" clinic.) Of the guardsmen at the checkpoint, only the two carry any coins, 30 in all (1146/3623); one of those two never leaves a guard booth. Stealth-oriented players can avoid this area entirely by using the under-bridge walkways and blinking onto the gangplank area along the ramp leading to the 2nd pylon (it can work but has disadvantages, of course). This method also lets one get in position to rewire the 1st pylon, which is behind a notice board. Rewiring'll kill all foes in the area, though, often before any can run to the alarm. No matter how one goes, that under-bridge area has a small dock containing elixirs and whale oil (1176/3623). Finally, Corvo can reach Kaldwin's Bridge itself. The ramp-side walkway is the safest manner, letting one creep into the guard station area and prey on whoever walks nearby (hide under a table or something). Unplug the pylon's fuel supply here, then take the stairway up, eliminating a couple guards as one goes (the highest patroller has a drawbridge key). Before doing anything else, keep climbing up the section, through the areas with rickety plywood floors. At the very top, in an area accessed by a chain, is a corpse with a rewire tool and benjamins (1216/3623). The achievement for climbing Kaldwin's Bridge's highest point should kick in here; if it doesn't, try going a little higher. To continue, use the southside control room to raise the middle section up, letting Corvo continue north on top or (with a little finesse) the open-bottom section underneath. Either suffices to approach without being fried on the third arc pylon, which can be powered down by removing the canister situated at the bottom. However, the plot demands that Corvo nix the drawbridge lights before exfiltration -- remove the twin oil cans up top to do this. In-between the top and bottom of the north sections are 5 guards -- two will patrol the upper reaches, two the security station below, and one near the pylon section itself. Only one of these guards carries moolah (1226/3623), however. The guard at the north-side checkpoint booth has more (1246/3623). If one eliminated all guards in this area, plus the two at the far checkpoint, that's it for the City Watch! All that's left is to get the remaining coins. Each of the river krusts below the north-side checkpoint has a pearl to take, and there's five in all (1496/3623). The thug-occupied building past said checkpoint -- accessed only by 2F entrances -- has another 35 carried on their person (1531/3623), plus a 100 more in pearls (1631/3623). **NOTE** Those who want to help Alec, the imprisoned thug in the northside security station, will need to get the cell key (on nearby table) and let him lead the way. This requires clearing the river krusts and finding the pier key (booth at checkpoint) to continue. However, he'll double-cross Corvo and summon his cohorts, so letting him out is fairly pointless, though enjoyable. (It will count toward the post-chapter "special actions" overview, though.) _________________ ����������������� MIDROW SUBSTATION _________________ ����������������� CHARMS : 1 (2/3) RUNES -: 1 (4/5) COINS -: 490 (2121/3623) PNTINGS: --- Immediately upon entering, get the fourth rune and observe the street -- it has four guards: three at lower levels, one on the factory walkway. It's not hard to snipe/tranq the upper guard, but remember the control booth does have windows, and breaking them alerts everyone! Only that upper guy carries any coinage (1656/3623) anyway. Assuming the area's clear, let's get the remaining goodies. The small dock near the talkative guardsmen has five river krusts, each containing a shiny pearl for whomever kills 'em (1906/3623). The krust hanging underneath the walkway will often drop right near loose coins (1918/3623) by the barbecue. The remaining coins are in the dumpster near the wall of light (1938/3623) and some wire spools in the factory building (1958/3623). Access the electric wall's oil box via the 2F control booth, which shuts off the wheel of death guarding entry. Players can also blink over it via the upper walkway, although it's a whole lot of finesse for little gain. There's no way to blink over the wall of light itself, like there was on Clavering Boulevard earlier. Before exiting the level, blink up and into the side warehouse past the wall of light. The 3F level has a few coins in the locker (1966/3623) while 4F's got two tyvian ores (2006/3623), two powdered crystals (2066/3623) and some corpse-held coins (2101/3623). The remaining coins are near the survivor in the basement. Eliminate the rats in the preferred manner, then claim the herb jar (2121/3623) next to her. There's also a bone charm near the corpse within spitting distance. _____________ ������������� THE NORTH END _____________ ������������� CHARMS : 1 (3/3) RUNES -: 2 (5/5) COINS -: 1502 (3623/3623) PNTINGS: 1 (1/1) This is the final area, containing the proper end of Kaldwin's Bridge and the mansion Sokolov lives in. At the entrance, the multistory building holds many items. The 1F corpse-filled room has coins scattered in a locker (2128/3623), and by turning the faucet thrice, reveals a hidden room containing an urn and coins (2248/3623). To reach the 3F bone charm, climb the air vents over the main street and use projectiles to break the wooden barricade. There's also thirteen coins in the cabinet (2261/3623). Finally, if one uses those same street vents to reach the roof level, there's a corpse cache (2281/3623) by a note explaining the faucet secret. Further up the path, one finds survivors in a wall of light cage. One of the three guards in the area carries coins (2291/3623). Before dealing with the captured townsfolk, visit the building across the street from them -- the stairs go up to 2F and give a good vantage point to a rat-filled room. If one hops onto the tipped debris, they can be silently whacked, giving easy access to the coins (2316/3623) on the lantern-lit table. Climbing to the roof gives access to feathers (2326/3623) stuck in the vent, also. When the coast is clear, freeing the survivors earns a passcode for the behind-painting safe, two floors above that cage. The reward is 200 coins worth of ingots (2526/3623)! Note that sometimes the survivors run off or hit the wall of light somehow, so make sure to save before doing this part. Follow up the scrounging by hopping into that building's boarded-up 2F, which has a safe-held jewel box (2626/3623); 3F has hemlock essence (2646/3623). Kittie-corner to this building, and connected by the same street-spanning vent system, is a 4F flat overlooking Sokolov's mansion. Snag the locker's coins (2668/3623) and prepare to infiltrate. There's many ways to get in from this balcony: the front door itself, the 2F front door awning with its small opening, the waterwheel area underneath the front door area... It's even possible to blink from the balcony ledge into Sokolov's bedroom itself, skipping a large portion of the legwork...although that also misses loot, so don't do that. The walkthrough will assume the front door is taken, which is fine, since a door guard carries loot (2688/3623). The 1F interior of the mansion is spacious and is separated into a lower workshop and a raised 2F kitchen/lounge area. Out of all the guards, only one is worth looting (2708/3623). Most will be in eyeshot of the level's most expensive prize -- the workshop painting -- so consider tranqing all those guards, rather than just picking them off individually. The latter can work, though, and if one needs a good stashing spot, try the pipework that runs underneath the 2F wall of light area. (Don't just dump people in the 2F lounge or something, because the maids and patrollers will go in there on occasion.) When the coast is clear, nab the painting (3008/3623) and all the wire spools and locker-held oil at the alarm platform (3088/3623). Of the 2F characters, an officer has the last pouch (3108/3623), although it's possible he's left the wall of light area to near the workshop stairway. Circumventing said wall of light is as easy as blinking over the walls or "tunneling" underneath via the pipework. The stairway there leads towards Sokolov's room. The hallway past the mini bridge has two guards camped outside Sokolov's room. The easiest way to neutralize them is using Dark Vision LV2, to KO the patroller as soon as he turns his back, then traversing the lower pipework to sneak up on the inert guard. One guard contains loot (3118/3623), meager as it is. Sokolov's room itself, the interior, isn't guarded. Freely take the bureau's Old Coast map (3193/3623), then all the laboratory's herbs, hemlock and powdered crystal samples (3293/3623). One instance of whale oil (3323/3623) is by the dispensers, plus crossbow bolts, both regular and sleepy types. Continue upstairs to the rooftop greenhouse. Eliminate the final balcony guard, then enter Sokolov's sanctum. He'll be absorbed in his work and the captive girl he keeps, making it easy to coldcock him. Picking him up earns his special house key, letting one get the desk-held ingots in his locked bedroom desk (3623/3623) -- that's the final loot here! (For extra fun in this area, consider showing oneself to Sokolov instead of just capturing him. He won't call the guards and instead tries bargaining with Corvo!) To quickly reach the waterfront, blink from the greenhouse balcony over the unguarded rooftops. Three street guards spawn at the wall of light that held/holds the survivors. Be sure to take the greenhouse's rune/blueprints (and free the captured girl, if one prefers) before ending the level! SPECIAL OBJECTIVE OVERVIEW �������������������������� � Followed the pearl thief � Saved the woman from the rats � Freed all Sokolov's test subjects � Robbed Pratchett's safe _______________________________________________________________________________ ������������������������������������������������������������������������������� 5) LADY BOYLE'S LAST PARTY [WK05] _______________________________________________________________________________ ������������������������������������������������������������������������������� Runes ---: 3 Charms --: 2 Shrines -: 1 Paintings: 2 Coins ---: 4915 __________________ ������������������ THE HOUND PITS PUB __________________ ������������������ Like usual, Corvo can sleep immediately or explore a bit. Doesn't matter as some coins are inaccessible, but the ones in the pub and abandoned apartment (across street) are open for business. The key to said flat is underneath Cecilia's bunk in the 2F servant quarters, a fact she'll immediatelly tell Corvo in dialogue. After a rest, speak with Emily and visit Sokolov in the kennels. Get the loot here while Havelock drones on -- most in plain sight, excluding the wire under the 1F stairway; use Dark Vision LV2 to find it. Finally, speak with the bearded wonder himself, learning he won't give up any info. Corvo can now sic rats on the poor bastard to instantly continue, or bribe him with King Street Brandy, which can be purchased from Piero (150g). The lecher should be peeping on a maid in the upstairs bathroom. With the beans spilled, Corvo can now set out for the Boyles' party. If one robbed Slackjaw's safe a long time ago, there may already be an invitation in one's possession...not that it matters too much here. ___________ ________________________ | | ������������������������ ____ ___| � � � | ESTATE DISTRICT OVERVIEW | | | J _____|_ ________________________ |_ F| G | | | ������������������������ | |___| | _ _| | | | | | I | | | |_____| |_____|_ | | | _____|_____ ___( | H | � | | |�������������������������| |___ \___|_________| ( | |_ | � - Charm/Rune/Painting | | \__ E \____|_____| | | A - Starting Point | | � | |�������| |�\_____________| | B - Barcroft Court | |____ | | | | A | | C - Mintry Street | |__ \_| |_______| |_______________| | D - Greasely Boulevard | |______ _____ ___________ | | E - Ogelsby Way | | | | | |_| | F - Boyle Estate Entr. | |D| | B | | G - Gatehouse | | |_____|___ | | H - Estate Garden | | |�� | | | | I - Guard Quarters | | | | |_| | | J - Boyle Estate | | |___| | |_________________________| | C | ������������� _______________ ��������������� ESTATE DISTRICT _______________ ��������������� CHARMS : 2 (2/2) RUNES -: 2 (2/3) COINS -: 433 (433/4915) PNTINGS: --- ** NOTE ** Don't delete the game's system save for this mission, because there are a few glitches that can occur for those who want all-coin or no-kill runs. This section'll cover all parts of the town not considered part of the Boyle Estate. A new enemy is introduced here: the Tallboy. These are guards who use long-legged machines to patrol, and they fire incendiary bolts at targets they find trespassing. Their weakpoints are oil canisters on their backs, but the quickest way to deal with them is drop assassinations. (There's a trophy for doing this, though it's easier when they're inert.) Corvo begins on Samuel's boat in the canal. Before hitting dry land, swim to the sewer entrance underneath the nearest footbridge, finding a locked gate that leads into the Boyle Estate's sewers. The door is locked, but the key is in the river mud right beneath it. Dark Vision LV2 makes it easier to spot, supposing one's close enough. The hagfish won't follow through either, letting one surface further in and get wire near the wooden chair (10/4915). Okay, back to town. The stairway nearest Samuel leads up to Barcroft Court, a small plaza the tallboys occasionally patrol. When the coast's clear, hop into the drainage area beneath the apartment stoops and snag a single coin in eyeshot of a rat swarm (11/4915). This area, leading away from the riverside, approaches Mintry Street's checkpoint, where a guard and survivor are soon ambushed by three weepers. Let the guard kill the nuisances, then eliminate him and take the survivor's purse (21/4915). This lantern-lit area contains three wire deposits; they're on the rewire tool's table, by a crate stack, and on the base of the weird metal rig nearby. Thirty in all! (51/4915) Now on Mintry Street, enter the liquor store adjacent to the weird rigging and deal with the rat swarm at the stairwell. There may be a weeper around here who hears the noise, also. Ascend to the 4F shrine area, taking the rune and nearby bone charm after dealing with its hostile resident. This always makes the two weepers on the roof descend, so eliminate them as well. Now in peace, Corvo can get the remaining loot: herbs by the shrine (71/4915), two pouches on the shelf (121/4915) and a fiver on the floor near those pouches' shelf (126/4915). If Corvo goes onto the roof walkway where the two weepers originally started, there's another coin on the ground (127/4915). From the liquor store roof, one can look down on Greasely Boulevard, the road that goes straight across the second bridge to the Boyle Estate's gate. Use this roof to blink down onto the exterior ventilation, which leads right to an isolated 4F apartment's balcony. This area has kingsparrow feathers, whale oil, powdered crystal and two herbs, plus a coin by the radiator -- a grand total of 115 (242/4915). When the lower guards go off on patrol, blink down to the nearest guard booth and take the coins from its locker (247/4915), plus the one in the dumpster alongside it (248/4915). The nearest rune is in the river mud, a few feet past the canal staircase. Get it, then cross the bridge to the next guard booth, which has another coin inside (253/4915). Going to the dead end right nearby has another lonely coin (254/4915). This street running perpendicular to the Boyle Estate's main gate is Ogelsby Way, and always has a patrolling guard; if reinforcements were called, 1-2 tallboys tend to congregate as well. Luckily, these can all be ignored by creeping along the adjacent drainage path, running the length of Ogelsby to an open apartment complex. Just inside, search the dumpster for herbs (274/4915), then get the coin on the ground across from it (275/4915). At the staircase's base, four weepers are huddling around a fire. If one can get rid of 'em, there's a fiver near their lantern (280/4915). Just watch out for the fifth patrolling weeper on the staircase and upper floors! Also, if one drops a grenade on the foursome, it'll kill 'em all and earn the Tempest achievement. Reach 3F's vacant flat to find more loot! In addition to the bone charm the Heart marks, there's oil on a shelf (310/4915), locker herbs (330/4915), feathers near the sink (340/4915), two oil canisters by the bone charm's shelf (400/4915), and an oil-coins combo in the back room (432/4915). The final coin (433/4915) is on the apartment's locked balcony; to reach it, one will have to enter the upper alley, blink onto one of the decorative wall segments, then blink again. ____________________ �������������������� BOYLE ESTATE GROUNDS ____________________ �������������������� CHARMS : --- RUNES -: --- COINS -: 277 (710/4915) PNTINGS: --- There's several ways into the Boyle Estate: � Sewer entrance that leads into estate's B2 cellar � Front Gate (break through boarded-up part of drainage area) � Ogelsby Way apartment leads into estate's guard quarters building � Ogelsby Way apartment; can blink along alley wall into the garden However, to get all coins, one must use the front gate, because there's a missable scene there involving a "Mattie" and her two friends. They lose an invitation, eventually hang out on the street, and apparently disappear at some point. I've no clue what affects their despawn conditions, but it may be time-based, so the sooner one gets into the gate to pickpocket the friends' purses -- 75 coins in all (508/4915) -- the less one has to worry about it. I did notice that when the guests despawned, none of the tallboys were in the area, so perhaps the weeper disturbance at Bancroft Court affects it? (It can spawn even if one has Bunting's invitation from a few missions ago.) Anyway, if the street guests' loot is obtained properly, it doesn't matter which way one enters after that, technically -- the estate guards don't react any differently than usual. (Or shouldn't, at least.) However, to get in the normal way, present an invitation to the guard at the gatehouse's window. If one didn't snag Bunting's invitation, Mattie will drop hers, letting Corvo claim it at that point. The gatehouse itself contains two herb jars (548/4915) and blueprints, while the twosome talking about the party game nearby each carries a 25-coin purse (598/4915). The guard quarters -- the building near the outdoor alarm -- has wire just inside its normal entrance (608/4915) and two coins (610/4915) on an upstairs desk. Pickpocket a guard for the key or, if entering from Ogelsby Way's apartment, take a key from the wall. Finally, the last purse is carried by Lord Shaw (710/4915), the man Treavor Pendleton wanted Corvo to deliver a note to. If one does this, it turns out the letter tricks Corvo into being his second for a pistol duel. If one wants to do the event, give the letter as normal, stand at the specified spot, and let the bodyguards initiate the countdown. When the count hits 1, whirl around and kill Shaw before he can attempt the same. Note that doing the event WILL count as a death, and isn't necessary to get Shaw's pouch. (However, if Shaw dies and turns to ash, it's possible his pistol and pouch glitch into the ground. Word of warning!) When ready to continue, enter the mansion through one of the main doors. (For the sake of the walkthrough, we won't enter through the 2F balcony, accessed by climbing the guard quarters' interior and blinking up there. The 2F area's restricted and counts as trespassing.) _____________________ ��������������������� BOYLE ESTATE INTERIOR _____________________ ��������������������� CHARMS : --- RUNES -: 1 (3/3) COINS -: 4205 (4915/4915) PNTINGS: 2 (2/2) ** NOTE ** There is a known glitch here where guards suddenly become hostile. This seems to be caused by a guest walking into the foyer's wall of light, which screws with the guard AI, even if Corvo's behavior was copacetic. This guest quirk counts as a kill and can screw up runs, so try to do this part before it can occur (and it may not, making this warning wholly unneeded). Before telling how to do the plot-related portion, I'll give a coin overview of each area. 1F OVERVIEW ����������� This is where the party and its guests are contained, fraternizing in the sitting area, dining hall, parlor and trophy lounge. Of the NPCs here, thirteen carry normal pouches, and can be found scattered in all corners. They account for 350 coins total (1060/4915), but since they're often moving around, it's hard to keep track. Six other guests -- the three Boyles, Lord Brisby in the trophy area, and Ramsey/Miss White in the sitting room -- each carry a 100-coin purse (1660/4915). The best part is most people can be pickpocketed freely with little ado. The F1 area also has some static items. The trophy area has a sextant to steal (1810/4915), the sitting area has a whale statuette (1960/4915), and sorta in-between the two, there's a bathroom with hemlock (1980/4915). 2F OVERVIEW ����������� There are three ways onto this floor: � Staircase in the 1F dining room (guarded by one NPC) � Staircase in the 1F foyer (wall of light, guards) � Exterior balcony (blink onto it from upper guard quarters window) The staircase near the dining room is generally the easiest. Simply approach the guard to be told it's restricted, blink behind him, knock him out, dump him upstairs. Though 2F is off-limits and Corvo will be attacked on sight, many rooms -- such as Esma's bedroom, connected at the top of the stairs -- aren't actively patrolled, making them good body-stashing places. Anyway, let's start the loot run in Esma's room, since it's so close. There's little of note here besides a bathroom pearl chest (2005/4915) and a war medal on the table (2155/4915). Note the crawlspace above? This connects to an old attic, which itself connects to Waverly's bedroom. Since her bedroom requires a key, even if she isn't chosen as Lord Regent's mistress, this is a good way to avoid the guard detail. Take the attic's chest full of ingots and the cameo (2505/4915), then steal into Waverly's room for her prizes: a chest pearl (2530/4915), a jeweled box on her vanity (2680/4915) and her nightstand's decor plate (2830/4915). Next, visit the showroom in-between Waverly and Esma's quarters, taking the egg statue (2980/4915) and the Sokolov painting (3280/4915). Watch out for any guards who often patrol this area. Some may have to be eliminated to reach the linen closet near Waverly's room, which contains a few coins (3300/4915). Past the small bridge above the foyer, one can find Lydia's chambers. Rob the chest full of pearls (3475/4915), her nightstand's coins (3495/4915), and the antechamber's pearl (3545/4915) and wardrobe goodies (3745/4915). Down the hall from Lydia's room, near the foyer staircase, is a bathroom containing a cigarette case (3895/4915). Finally, for whichever Boyle sister is chosen as Lord Regent's mistress, her room will contain the remaining Sokolov painting (4195/4915). B1/B2 OVERVIEW �������������� This is the B1 kitchen area and the B2 wine cellar. Corvo can reach this area via the dining room staircase or the Estate District sewer. Unlike 2F, he's able to walk around here without fear of guards. In the kitchens, the small bunk room has 9 coins (4204/4915) spread out on the bunk and on both lockers. Next, descend into the wine cellar and kill the rat swarm near one of the casks to freely get the hemlock (4224/4915). Right on the ground nearby is a single coin (4225/4915) as well. The remaining items -- two tyvian ore, five ingots and an imperial urn -- are in the Boyle vault. It's only accessible by taking the key from the regent's mistress's room, which is randomized. However, when it's finally opened, one can steal the remaining 690 coins worth of loot (4915/4915). HOW TO DO THE PLOT PORTION �������������������������� The goal is to identify which Boyle is the Lord Regent's mistress and take her out of the picture. By default, this means assassinating her, although if one speaks with Lord Brisby in the trophy den, he'll request Corvo simply place her into his loving care. Those going the nonlethal route have no choice but to do as he asks -- that is, luring her to the cellar, knocking her out, and putting her in his waiting boat. The Boyles are all wearing similar outfits. To find the one funding Burrows' war games, one can either: � Speak with Lord Brisby to find out immediately � Search the Boyles' 2F chambers. The mistress' room will have a painting of the spymaster and a note from him, revealing which color costume she'll be wearing. The mistress' room will have a Dunwall Tower Skeleton Key as well, which can be used in the next mission. Once the target is learned, Corvo can prey upon them in conversation, using their diaries' notes as the clincher. � Esma can be flirted with, and she'll lead Corvo upstairs to her room with little effort. (If he accompanies her closely, the stairway guard in the dining room won't bother him.) Her room isn't patrolled, so eliminating her there is simple. � Lydia is fond of music, and if that avenue is pursued, she'll want Corvo to come with to the 1F harpsichord room. However, killing her there can be very public, to say the least, although Shadow Kill's ash-making ability can help. She can go to the cellar herself, as well, which is more in line with the nonlethal route. � Waverly is paranoid and can be lured down to the cellar by saying her life is imperiled -- very ideal! Once the Boyle is eliminated and all loot obtained, exit back into the Estate District in one's chosen way. There's often a couple tallboys patrolling the area (even if the others were removed), but Corvo can swim past, as long as he's not in the spotlight. The hagfish will probably nag him all the way to where Sam's boat has moved, however...joys of the job! SPECIAL OBJECTIVE OVERVIEW �������������������������� � Defeated Lord Shaw in a duel � Signed Lady Boyle's guest ledger � Discovered Lady Boyle's identity � Delivered Lady Boyle to her admirer, Lord Brisby _______________________________________________________________________________ ������������������������������������������������������������������������������� 6) RETURN TO THE TOWER [WK06] _______________________________________________________________________________ ������������������������������������������������������������������������������� Runes ---: 4 Charms --: 2 Shrines -: 1 Paintings: 1 Coins ---: 2175 __________________ ������������������ THE HOUND PITS PUB __________________ ������������������ Upon returning, Corvo can get what meager coins have spawned this time: some wire in Piero's Garage 2F, herbs on the pub 1F countertop, powdered crystal in the pub's 3F stairwell, and pearls from the two river krusts in the sewer. Speak with Pendleton to get updated; if one dueled Lord Shaw in his name, he gives a rune as a reward. Similarly, speaking with Callista (pub 1F) about Emily reveals her young ward's run off for hide and seek. If Corvo finds her, he'll get a rune she found, too. In the times I've played, she's been in a couple places, like Corvo's rooftop hallway, the landing near the abandoned apartment across the street, etc. She shows up on Dark Vision LV2 and giggles if she sees Corvo, so it isn't too hard to pick 'er out. (There's also a 3rd rune given, in Corvo's chambers, if he finished the Boyle mission through a nonlethal manner.) After Pendleton's words, he'll send Corvo to Havelock and Martin in their 2F meeting room. They'll mention it's time to strike at the Lord Regent himself, and urge Corvo to prepare before setting off. _________________ ______________________ | |___ ���������������������� | ����� F | | | DUNWALL TOWER OVERVIEW | | | | ______________________ ___|______ ________| | | ���������������������� | | MOAT | | MOAT | | | E |______| |_ ___| | � - Charm/Rune/Painting |___ | |____| | | A - Waterlock | __|_ _| | _| | B - Main Grounds | | | | | | C - Pavilion | B D | | D - Rampart Quarters |______ | � | | E - Moat Control | \_____ (___| | F - Dunwall Tower | C _| _/ \______| |____|_ ____, ) ( | | / The scenery has changed a bit since Corvo | __| |_ __/ last attended, and not just because it's \ \_ |_| accessible in full. The waterlock bridge \ | | has been fortified into a checkpoint, the ) ) � | spotlight-stricken main grounds are a major |_| A | problem, and there's additional troops and |_ _| walls of light to deal with. Oy vey... START ______________________ ���������������������� DUNWALL TOWER EXTERIOR ______________________ ���������������������� CHARMS : 1 (1/2) RUNES -: 1 (1/4) COINS -: 580 (580/2175) PNTINGS: --- Swim into the lock and disembark at the red light alcove, which begins a tiny climbing course to get higher in the pipework. Continue through the vents, dodging any rotating gears, ignoring the rat swarm, and exiting out onto a balcony overlook. (Corvo can overhear the upper guards' conversation at this point.) Using the Heart, one's about 16 meters from the first bone charm, in a maintenance tunnel by a corpse. There's also coins here. (16/2175) The small balcony from before leads into an arc pylon room, shocking any fool who goes in willy-nilly. Instead, blink into the room so Corvo lands with a pillar between him and the threat. From there, one can maneuver to a recessed walkway, where one can unplug the zapper. Don't bother rewiring it, since the locals don't patrol here. Snag the whale oil and copper wire on different consoles here (56/2175) before heading upstairs. Out in fresh air again, there'll be a guard nearby, often taking in the view or patrolling nearby. He carries no coins, but does have the key to the side door near the alarm...although Corvo can just use an open window and avoid the obstacle entirely, so it's not too important. Of the two guards walking the upper waterlock beat, only one has a fat purse (76/2175). There's herbs on a console here as well. (96/2175) The wall of light blocks entrance to the fortified bridge, but Corvo can use the side balcony (where a guard often stops), blinking to the far nook where the oil plug-in is. Eliminate the two bridge guards, then take the waterlock side entrance to a stairway, leading down to the mini courtyard where Emily once invited Corvo to do hide and seek. When the tallboy isn't looking, get the whale oil on the stairside crate stack (126/2175). It's not necessary to kill that tallboy, but those who want to can drop-assassinate it from atop the waterlock building. Trying to do it by the pavilion usually won't give enough blink distance... Across the bridge, there's a guard booth near where Sokolov used to paint. Nix the lazy guard and get the crate stack's hemlock essence (146/2175), then jump on the awning above to find another booth near the spotlight-stricken main grounds area. Though a watchtower and tallboy walk near here, if Corvo's careful, he can stand on the cement railing and reach in with little fear. A powdered crystal pack (176/2175) is inside, plus kingsparrow feathers on the roof (186/2175). Next, approach the hilltop pavilion where Corvo once met the empress. This can be done by climbing the new pipework on the hill's side or sneaking up the main path. The former method works best, as long as the tallboy's sights are taken into account. Eavesdrop on the maid/guard conversation, then nab the guardsman when she's far enough away. He has a 50-coin purse (236/2175) and she carries nothing. The next stop is the moat control room -- this is to the left of the main steps' wall of light. Wait until the tallboy and watchtower aren't looking, then double-blink over there. (Those who want a bird's-eye view can get on top of the pavilion by standing on the big lightpost near the edge, then blinking up. Also good for those who want to snipe at the tallboy for some reason.) The moat control room contains a friendly engineer NPC who suggests swimming the pond to avoid the local thugs. It's accessible by turning the overflow valve nearby. After cleaning out the room's hemlock, ore and herbs (296/2175), take that route. It's hagfish-infested, however, so Corvo can't dally too long! Eagle-eyed players will note three single coins under the main entrance footbridge (299/2175), plus two more around the far corner (301/2175). These are much easier to see when NOT underwater, however, so feel free to put it off for later, when most of the foes are kaput and time isn't an issue. At the end of the moat, or a little before, Corvo can get onto the ramparts area (right of front steps' wall of light) and start taking out the enemies there. Of the 2-3 guards and the sleeping quarters' maid, only one has any money (311/2175). When the coast's clear, rob the ramparts guard station of its oil, ore and hemlock (381/2175), plus the note mentioning the torturer's chamber. The lower walkway here is unfinished, and under its scaffolding, is another chunk of ore (401/2175). Move into the ramparts' quarters and deal with the maid, if not done already. Besides the under-bunk rune, there's also table coins (413/2175) and shelf herbs (433/2175) to nab. From atop the ramparts, blink to the edifice ledge, and head toward the front gate area. Along the way, there'll be a red-tinted ventilation area -- one of the ways inside -- containing wire (443/2175) on its outer lip. From here, Corvo can blink down behind the wall of light to get the two gate guards near the watchtower's base. Said tower doesn't actually swivel to see them, meaning Corvo need only worry about the tallboy nearby, who CAN see him where the patrol route is closest. The guard who always sticks near the booth carries a purse (493/2175), and the booth itself has oil inside (523/2175). Finally, it's time to infiltrate the palace. Corvo can use... � the front door � the upper ventilation entrance � the moat-accessed room leading into the foyer Even if one isn't going to do the moat route, it still pays to do it. Corvo will have to find the small pipe entrance, uncrank its door valve and slip into an isolated shower-type room. Alternately, possess a fish and squeeze through the bars, which avoids any hagfish fights. Either way, there's coins in the small drainage pool, plus herbs and powdered crystal on the sink and ledge -- 57 total (580/2175). ______________________ ���������������������� DUNWALL TOWER INTERIOR ______________________ ���������������������� CHARMS : 1 (2/2) RUNES -: 2 (3/4) COINS -: 1445 (2025/2175) PNTINGS: 1 (1/1) No matter what way one enters, Corvo ends up in the palace foyer, getting to overhear the Lord Regent talking with General Tobias. On low chaos, the Lord Regent himself will inhabit his 3F quarters; on high chaos, he starts in the rooftop safehouse. This only gives marginal changes to the guide, since one has to visit all parts of the tower to find loot. To do this properly, it's just easier to go floor by floor. Note that one's progress is very hampered if the skeleton key wasn't obtained in the previous mission -- it opens all doors of importance. Those who don't have it will need to take longer ways around, or utilize optional shortcuts, like rat tunnels. (For best effect, the guide assumes the key was missed.) 1F AND B1 ��������� The foyer has four guards in it: one fixed by the wall of light, one walking near the wall of light, another who accompanied Tobias, and the good general himself. The latter can be picked off when the Regent's check-in is over, and it's the second listed who carries any gold (630/2175). The room containing the wall of light's fuel is adjacent to the zapper itself -- unplug 'er. Neutralize the next hall's fireplace-loving patrolman and hang a right, into the ground floor's perimeter corridor. Neutralize the two guards (those on the nonlethal route can hide bodies on the passage-length vents above) and take the hall-end stairway, which leads to the kitchens. This starts a scene where the torturer is going to be brought food; two or three NPCs will ascend afterwards. Use this time to loot the kitchens of its herbs and copper wire (660/2175). Back upstairs, take the first left into a small bunk area, adjacent to the wall of light's fuel room. There's oil and feathers to be found in/on some lockers (700/2175), plus a coin on the bunk (705/2175). Down the perimeter hall is another bunk area, containing hemlock essence (725/2175) and, on each nightstand, a five coin (735/2175). Now, remember where the maid dropped food for the torturer? It's at the end of the perimeter hall. This stairway leads town to B1, where one can find the brutal torturer and his beloved mutt. If one can eliminate them, there's a rune shrine to loot and two 5-coins to loot, one being under the hook-hung victim (745/2175). Stealthy types can use the roof beams for hiding spots, and it's an approach worth taking, since he can take several headshots before dying. (Assassinations are instant, however.) Return to 1F, continue down the hall, past the bathroom, and into a showroom that houses the main staircase. There's an egg statue (895/2175) and imperial urn (1045/2175) on display here, though breaking their panes will undoubtedly alert guards. It's best to get them after eliminating the locals, something that'll require neutralizing the few guards in the showroom and a few in the storage-filled hallway adjacent to there. 3F guards may be able to hear the breaking as well, though usually give up before they can reach 1F. Said storage-filled hallway has two guards, one who seldom moves around. Try blinking onto a chandelier for a good view, and stick their bodies into a nearby alcove afterwards -- this is a little-patrolled area, after all. One of those fellows carries some coin (1055/2175). Past the spotlight in this area is a corner chamber where an overseer muses aloud to his hound. Nix 'em in the preferred way and loot the chest's ore (1075/2175), plus the two coins on the table and lectern (1090/2175). That should be all the enemies on the first floor. Take the showroom stairs up a floor! (NOTE: Those with a skeleton key can enter the broadcasting tower base from the foyer, avoiding an arc pylon in the meanwhile. Those without the key can't use this shortcut, however.) F2 �� This floor has a similar layout to the first floor, in that there's nothing over the foyer and there's a long perimeter hallway. While ascending the staircase, take the path "right" of the wall of light, leading to the perimeter on that side. (It would be right over the 1F storage-filled hall.) We can start the walkthrough here -- be wary of roving guards, particularly the one with the dog! Use chandeliers when able. From the corner near the wall of light, peek around to see there's a guard with fixed detail. He's watching the lord regent's room. Adjacent to there, and accessible via the double doors nearby, is a music room. This contains the level's only painting, a portrait of the former empress (1390/2175), plus a moray decor plate (1440/2175). Note that two guards will often be here on their own, and on low chaos, the Lord Regent will make his way through with his own detail. Next, one can visit the Lord Regent's chambers by going through the fireplace (suffering a bit of damage) or blinking onto his foyer-overlooking balcony. For now, ignore the safe and take his chest-held rune; feel free to get rid of that door guard as well. This room makes for poor storage though, if one's trying for a perfect "no bodies found" statistic. With the wall of light hallway hopefully cleared, enter the small bathroom its cords run into -- there's some oil here (1470/2175). Ignore the library adjacent to the Lord Regent's chamber and enter Tobias' office around the corner. There's a watch (1620/2175) and some coins here (1640/2175), plus a schematic for explosive pistol shots -- don't forget 'em. Down the hall, the mistress' room contains powdered crystal, hemlock and a coin (1695/2175). Her room almost always has a maid inside, however...one who doesn't leave. It has a key to the Lord Regent's chamber as well. At the corner of this hall, note how there's an unlit fireplace? The Heart mentions there's a bone charm behind it. Lo and behold, if one fiddles with the lantern alongside it, one finds the empress' secret room, containing an expensive cigarette case (1845/2175), hemlock (1865/2175) and a tenpiece coin (1875/2175). Finally, head for the broadcast control station, which should already be a marked destination, thanks to Samuel's advice. The central arc pylon makes ascending annoying and descending doubly so, but the support pillars offer welcome refuge. I'd suggest descending first, just to unplug the sucker; the the broadcast tower key is also hanging on a rung by its lower door. Atop the tower is a friendly NPC who reveals the Lord Regent keeps damaging recordings in his safe, as well as its combination. For the nonlethal route, one must crack his safe, get the audiograph card, then return to the tower to play it on the amplifiers. This results in Burrows being arrested and essentially finishing the mission. Note that the safe contains a jeweled box (2025/2175), so it's worth finding anyway. Those who still need to access the rooftop can do so via the 2F staircase shaft on the opposite side of the foyer from the broadcast tower. _____________________ ��������������������� DUNWALL TOWER ROOFTOP _____________________ ��������������������� CHARMS : --- RUNES -: 1 (4/4) COINS -: 150 (2175/2175) PNTINGS: --- This is where the Lord Regent's safehouse is. Out in front, near the alarm, three guards usually congregate: two patrollers, one door guard. More will come if the alarm's pulled, too. Of the default guards, one contains a small pouch (2045/2175). Corvo can enter the safehouse from the main door or the side alley's upper window. However one enters, hopefully the tallboy isn't alerted. Use the library shelves and the shadowed gap beneath the far stair to get around, eliminating the instrument-wielding goofball in the back area. The shelves in this area contain two doses of whale oil (2105/2175), powdered crystal (2135/2175), herbs (2155/2175) and a coin (2165/2175). The final coin is resting in the side stairwell, on top of the wall of light's oil socket (2175/2175). The Regent, supposing he's up here, will be in his planning room, behind the wall of light and a locked side door. If his allies are fighting, he'll rush to help; if the instrument player below stops for some reason (KO, dead), he sends his other soldier to check on him. The former method can be used to draw the regent out into the open without having to bother with unplugging and all that rot. (The high metal wall separating the wall of light's front from the plug-in apparatus makes for a good drop-assassination perch on the tallboy, also.) � Killing/KOing the Lord Regent here prevents Corvo from revealing himself via the foyer TV screen. The audiograph can still be played to everyone, however, even if there's no arrest scene afterwards. When the coast's clear, take the final rune from the planning table and get the hell out of Dunwall Tower! Samuel will be waiting in the same spot as before, and can be reached quickly by just jumping off the upper waterlock. If one finished each mission through the alternate nonlethal methods (when available), the Poetic Justice trophy triggers here. __________________ ������������������ THE HOUND PITS PUB __________________ ������������������ There's a few coins here, notably the river krusts in sewer (100), tyvian ore in a dumpster near Sam's shack (20), powdered crystal in Emily's tower (30), and hemlock behind the vat in the distillery (20). When ready, party with the Loyalists in the pub. Before going upstairs, which starts the next chapter, make sure to get any good upgrades from Piero, like that explosive bolt shot. SPECIAL OBJECTIVE OVERVIEW �������������������������� The bedroom-related feat is only possible on low chaos. � Revealed your identity to the Lord Regent � Killed the Lord Regent's torturer � Defeated the Lord Regent's torturer � Killed the Lord Regent in his bedroom � Exposed the Lord Regent's corruption publicly _______________________________________________________________________________ ������������������������������������������������������������������������������� 7) THE FLOODED DISTRICT [WK07] _______________________________________________________________________________ ������������������������������������������������������������������������������� Runes ---: 5 Charms --: 8 Shrines -: 1 Paintings: 3 Coins ---: 5635 _________________________ ������������������������� FLOODED DISTRICT OVERVIEW |��������������������������������| _________________________ | � - Charm/Rune/Painting | ������������������������� | # - Area Boundary | _________________ | A - Confinement Building | | |�����| [ | I |_____ | B - Agroosh Way | | | �J | | | | |___ | C - Abandoned Apartment | | |_____| |___| _ #| _ | D - Overseer Massacre | | _____| | | |___/ \_ | E - Central Rudshore Station | | _____ H | | ______ \ | F - Ebenazar Causeway | _| � | | |___ G \ \ | G - Weeper Alleys | |___________________| | ___| __ \ \ | H - Greaves Refinery Entrance | |_ _| | | ) ) |_ | I - Stairway Control Room | _|#|_ _|___|_| �| | | | J - Dumping Grounds | | | | |__| (___| | K - Safe Building | ________ | D | | | |F \ | L - Inhabitable Building 1 | | _____|_____|___ |_____| | \_ | M - Inhabitable Building 2 | _| _____| ->| |-> | | N - Chamber of Commerce (Base) | { B ___| |__________ ___| |________________________________| { _____ _____| | | � | | {_| \/ |_ _|______|___|_|_ |_ _ ) C | | | | _____ ___ | |__|_____( |_____|___| | | | | | A | '. | ___| L | | M | |_____| '. E | | _|_____|_|___|___/\ \______ __| | | |_ _____ _/ |#| | | K |_| | | | ___________________ | |____| |_____| __|___|__|_ ������������������� |______ _____ _ ___�\ RUDSHORE WATERFRONT / |_| \___/ N��� \/ ___________________ Commerce /|_ ___| ������������������� Street \________| CHARMS : 1 (1/8) RUNES -: --- COINS -: 1190 (1190/5635) PNTINGS: 1 (1/3) Welcome to the scenic waterfront: broken buildings, puke-colored water, the local hagfish population... Truly a tourist's nightmare. After some scenes, Corvo will be stripped of all his equipment (including potions) and wind up in a makeshift oubliette. Those who don't want to escape by throwing bricks at the pallet above can possess a rat...although it's rather wasteful. Once out, go to the nearby desk to get some potions and a blade. There's also an overseer's saber and assassin blade, items to tide Corvo over until his retractoblade (just made up that term!) is recovered. IF it's recovered, even. Reclaiming one's equipment is completely optional, in which case any swords claimed here will be used from now on. Those who skip getting a melee weapon here can get duplicates scattered around the level, too. Either way, get onto the stairs and find the lower locker with herbs inside (20/5635). The top floor is guarded by two assassins, opponents with skills similar to Corvo's, only they will vanish and reappear a distance away when hit with nonfatal blows. All the more reason to use the parry instakills and, if possible, take one unawares before the other notices. Loot-wise, there's some coins in the locker (26/5635) and a few wire spools on the nearby crate stack (46/5635). Don't forget to get the few coins (52/5635) in the watery basement, too. It's possible to exit by swimming through the hole down there, a good choice for those on the nonlethal route. Either way, Corvo's likely to get wet -- this Rudshore District is one lost cause. The main street, Agroosh Way, is completely submerged, although to the game designers' credit, they didn't hide any loot down there. To begin, blink across the the street to the Davidson's Wax billboard. Behind it is a small path leading to an ore, wire and coin deposit (84/5635). The confinement building's next-door neighbor -- the one with wooden planks in front of it -- can be entered via the 2F window. Inside is a fish statue (134/5635), powdered crystal (164/5635) and some coins (176/5635). There's a rat hole here that allows one to quickly approach Central Rudshore Station, but we don't need to go there yet. Back on Agroosh, keep on this side of the street, and look for a corpse near more wooden planks -- this stooge has loot (182/5635). It's also within range of a huge river krust patch, something unarmed fighters don't want to fight at range. To combat this, blink across the street and climb the chain up to the skyway, which contains some dead overseers and -- more importantly -- a healthy dose of weapons (pistol, bullets, grenades, crossbow bolts). To get even more loot, double-jump/blink into the locked building via the skylight, finding the rest of the overseer massacre. Ignore the entrance to the Greaves Refinery for now and concentrate on scrounging more weapons. (If one reads a certain Refinery note and opens the crankvalve, it'll summon an extant assassin to check. This doesn't happen by visiting here early though.) Feel free to use those grenades on the clusters of river krusts below, as their pearls count for 150 coins in the tally (332/5635). Those who want to kill a few more assassins can head across the bridge to the Central Rudstore Station entrance, eliminating the two roof-dwellers lying in wait. Loot-wise, there's a balcony-accessed apartment building containing a Slave Routes map (407/5635) and shelf coins (420/5635), plus an extra rail station key. With the assassins gone, Corvo can get any remaining coins on the lower boxes, 16 total (436/5635) spread out in three clusters. Two are by the tree planter; the other's near the station stairway. But enough about Daud's base. Return to Agroosh Way and make an upstreet trek toward the huge river krust patch. There are strategic barriers Corvo can leapfrog from via Blink, although at least one can fall apart. The goal is to reach close range so most stop firing, then hit 'em with a grenade. It's possible to take out all seven with one grenade (or, if one adventured a ways in, an explosive bottle). All together, they account for 250 coins worth of pearls (686/5635). Just note that they fly in many directions when exploded, so one will want to save beforehand. Same goes for any weepers that may be alerted, though this rarely happens for the stealthy. With the Ebenazar Causeway's patch clear, get more grenades from the overseer corpse by the dead-end gate, then tyvian ore in the dumpster (706/5835) just a stone's throw away. Before heading into the weeper-filled alleys ahead, let's get the loot in the apartments on the opposite side of the street. If Corvo stands on the arch (near where overseer's corpse is) and double-jumps with a blink, he can get up to a weeper apartment with the level's first painting inside (1006/5835). The next-door apartment has a few coins on its stove as well (1009/5835), plus a letter giving the next level's safe code. � Having trouble getting up to that apartment area? If so, one may want to stand on the skyway roof (near the overseer massacre) and a long-distance blink instead. It's also possible to stand on the nearby roof's vent unit and do a single jump+blink combo to get up higher also, which leads to a walkway running right to the weeper's balcony. In any case, return to street level and head into the Ebenazar Causeway, the weird alley with the white, wispy fog rolling down it. Searching for loot's easier once the weeper population's under control, of course -- a simple feat for pistol-packing players on the lethal route, a time-consuming grind for the saintly types. (The latter's doable, however. May want to consider the campfire alley as a starting point, reached by barrier-hopping on Agroosh.) Anyway, that campfire area has a corpse with a pocketwatch (1059/5835) and coins scattered on the food cabinet (1068/5835). If one goes up the concrete barrier to the next campsite, the mattress has more coins (1082/5835) to nab. Ascending to the highest sleeping area for a cigarette case (1132/5835) and three easily missed coins (1135/5835). Next, blink to the 3F apartment right next to this area, eliminate the two weepers and get the level's first bone charm. There's three coin here for good measure (1138/5835). Climb onto this building's roof in one's preferred way and jump to the one adjacent. There's another ledge, slightly higher, one can blink to, where a cameo and coins (1190/5835) lay. If one has Dark Vision LV2, it'll be easy to see, since the corpse here glows yellow. That does it for the Waterfront's loot. Next is the refinery, which can be accessed easily from street level. Entering from the overseer massacre area offers no real advantages, but that's on the table, too, I suppose. ___________________________ ��������������������������� GREAVES REFINERY (OPTIONAL) ___________________________ ��������������������������� CHARMS : 1 (2/8) RUNES -: 1 (1/5) COINS -: 944 (2134/5635) PNTINGS: --- Entering via the causeway puts Corvo right near the main yard, now housing weepers instead of workers. If they're eliminated, one can get a small bounty from their shacks: a mattress pouch (1200/5635), a few groups of coins by the campfire (1214/5635) and wire/ore stuck on top of a vent unit (1244/5635). Over the main gate, near the overseer corpses, is a civvy corpse containing a pouch (1254/5635). Use the broken walkway to blink over the locked gate, finding the deserted main grounds. Well, deserted except for river krusts: there's a large patch just inside and another at the end of the broken cart track. There aren't any exterior assassins or weepers to deal with, so feel free to do a little 'nade negotiation. Between the groups, there's 375 coins worth of pearls to collect (1629/5635), and the tank-filled boat at ground level has some pocket change as well (1641/5635). There's also a muddy rune just laying nearby. The small building near the cart track is the stairway control room, though it has no juice. Get an empty tank and fill it at the pump nearby -- not unlike how Corvo did for Piero long ago -- to fit the bill. (If it isn't working, it's because only the end tank has oil left.) The stairway up to the dumping grounds building is now accessible. Before leaving, snag the Western Ocean map (1716/5635), plus the 69 coins worth of wire, oil, herbs and coins in the locker room (1785/5635). Said stashing area is accessible only from the building's skylight. Visiting the dumping grounds is the next target. Climb the stairs until the path wrap around the corner, and look for the broken section -- there's a bone charm hidden underneath, along with a few coins (1793/5635). Climb the next chain, turn around, and hop across to the dead-end pipe duct, which has an easily missed cache (1818/5635). The ascenion culminates in some chatty assassins discussing Corvo's recent breakout. They end up leaving permanently, so the dumping ground section's a little more pain-free. To start, snag the locker items: two oil canisters, herbs and wire, a 90-coin haul (1908/5635). If one hops onto the upper ledge near the lockers, there's a Whaling Territories map to steal, too (1983/5635). Around the corner, near the filling station, is a boarded-up section containing coins (1991/5635) and extra tanks. Fill one up to drop the top-floor catwalk, giving central shaft access. Descend the chain until one spots the next walkway, which has a few weepers to sweep. There's two doses of whale oil on this floor, each on a different console (2051/5635), plus the herbs and coins by the campfire (2074/5635). If one reaches the bottom by taking the broken stairwell route, Corvo'll end up in a weeper area near a bunch of whale oil tanks. Filled ones. Explosive ones. See where I'm going with this? It only takes a few good lobs to clear the chaff and reclaim the equipment Daud tossed. Nonlethal players'll have to be a bit more clever in neutralizing, which is no small feat since many of the foes don't patrol. � If one solved the High Overseer mission in a nonlethal manner, there'll be a special note here ("Campbell's Curse") near the stairwell. Good reading! Corvo's pack contains all the weapons, potions and ammo he had before -- a good thing, too, in case one splurged on Piero's store before finishing the last pub mission. The shaft's bottom contains the refinery's final items: oil and ore on the stairway shelf (2124/5635) and wire in an overturned mining cart (2134/5635). A crank-opened door on the catwalk allows egress, and one can return to the Rudshore Waterfront in any manner. The destination: Daud's base! If Corvo put the two assassins there to the sword, his return trip will have spawned only one extra at ground level. This one carries a rail station key as well, which'll be needed to exit into... � If you visited the overseer massacre building during the opening visit, and opened the interior crank door, it's possible the assassin who comes to check didn't spawn. In that case, it may spawn on one of the rooftops near the station or skyway. (I found him after revisiting the apartment that held the painting.) ________________ ���������������� CENTRAL RUDSHORE ________________ ���������������� CHARMS : 2 (4/8) RUNES -: 1 (2/5) COINS -: 1084 (3218/5635) PNTINGS: 1 (2/3) Like the previous level, this area is similarly flooded, although Daud's crew has built upper walkways, giving plenty of high ground. (For reference, these walkways aren't reflected on the ASCII map above.) All assassins in the area will carry crossbow bolt pouches, rather than simple coin, so killers don't have to hold back. Proceed up the makeshift road, and when reaching the spot with many lanterns, look off to the side for the sunken alley. This section contains a flooded apartment leading to a downstairs safe room. The combination to the safe is mentioned in the previous area's letter (the apartment next-door to the one with the Sokolov portrait). The reward is a nice whale statue (2284/5635). Return to the alley and climb up to dry land. If one climbs all the buildings here, there's a vent-fed balcony leading to an apartment with some powdered crystal and coins (2317/5635). This route also ignores some of the assassins below, making it good for nonlethal players. The window facing away from the alley points at another empty apartment. On the low walkway surrounding said building, one can find hemlock (2337/5635), and the ruined structure within eyeshot has a box with elixirs and coins (2344/5635) on top. Adjacent to this building is a kitchen area containing a decor plate (2394/5635), and if Corvo visits the end of Commerce Street, he'll find a bone charm waiting. Next, infiltrate the base properly through the destination-marked window to hear chatty 'ssassins mention the tunnel -- that is, the district's exit -- is locked and only Daud has the key. Speaking of which, remember this area, since it has a few containers that require said key to access. Not all loot is locked up, though. There's powdered crystal on an old cubicle (2424/5635), a coin on the hallway bench (2425/5635), a trunk containing two doses of hemlock (2465/5635) and coins right near there (2471/5635). Creep up the hall to the assassin training room. When the teacher sends his student to do the course, Corvo has a prime opportunity to eliminate one. On nonlethal routes, it's best to do in the instructor, since one has a little more time. Use the filing cabinet by the entryway spotlight as a perch for best measure, and grab the coins near the elixirs (2478/5635) when able. The next room is an outdoor vent unit area, giving two windows into the next area, the perimeter outside Daud's room/office. Approaching the location will spawn an assassin reporting Corvo's current tactics, which depends on the lethality of his tactics. Near where that reporter first spawned, there's a few coins on the ground (2482/5635). There's a couple ways to do this next section. No matter how it goes, it's not a bad idea to get rid of Daud's entourage, by neutralizing them as they patrol or (for the guy who doesn't patrol) forced leave via possession, which disorients them momentarily after the effect ends. On low chaos playthroughs, the guy who reports to Daud (high chaos only) exits into the backyard, which simplifies things a bit. � LETHAL: Corvo can sneak up on Daud and do a OHKO assassination like any other target. Being noticed begins a fight with Daud, any assassins in the area, PLUS any assassins the bossman would normally summon to help. It's a giant fight, one that Daud, when critically injured, runs away from, though he only manages to get into the backyard a ways. If one gets to this part, there'll be a special scene where Daud pleads for his life. Corvo can throw the book at him or walk away; doing the latter gives an achievement. � NONLETHAL: KOing Daud or his guards gives the "send a message by stealing his key and leaving unharmed" objective, which is accomplished by swiping his pouch for the tunnel key. In any case, continuing will require taking Daud's tunnel key, hidden in his pouch (2497/5635) along with a bone charm that doesn't appear on the Heart's radar. Daud's upper office has a few coins by his bed, too (2505/5635). There's also another key called "Daud's Key" -- hanging on his office desk -- that opens other stashes in the area. Notibly, his personal chest one landing above (2605/5635) and the two locked drawers in the first part of the base, containing coins and a sextant, respectively (2733/5635). Note that Daud's personal chest contains the Improved Armor blueprint if it wasn't obtained during "High Overseer Campbell". Same goes for the Boot Stealth blueprint if it wasn't found in "The Royal Physician". The backyard area -- which is just a ruined building on what was formerly Jessamine Boulevard -- has a few goodies as well. Put Daud's Key to work on the downstairs sextant cabinet (2883/5635), the one that has hemlock & coins (2905/5635) beside it. The very top floor, which is almost disintegrated entirely, has a few coins on its desk also (2918/5635). That about does it for this area. All that's left is to visit the shaft that leads to the gateward tunnel, which is destination-marked if Daud's been dealt with. About halfway down is the nightcap, a Sokolov painting of the Dunwall Tower torturer (3218/5635). Loot the bottom-floor rune before going out toward... _____________ ������������� _____ RUDSHORE GATE ___( )___ _____ _____________ | \ / | @ | ������������� START | B ) ( B� | @ | CHARMS : 1 (5/8) ____|#|_|_____| |_____|__@ | RUNES -: 1 (3/5) | � A @( ( COINS -: 686 (3904/5635) | @| D'.___ PNTINGS: --- ��������������|�����| @|___ _| | C | @| | | |�������������������������| | | _@| ) ) | � - Charm/Rune/Painting | _____|_____|__| @|__/ / | # - Screen Boundary | ___|_ E _____ @|__ (_ __ | @ - Electric Cart Track | | \ | | @| | | | A - Old Mosley Canal | | F |\ |_| | @| B | | B - Slum Apartment | |_____| ) |_____| @|_____| |_____ | C - Mosley's Warehouse | _| _____ @ | | | D - Pluckebaum Avenue | _| | | | @ | | | E - Thresh Street | |_ | G | @ | H | | F - Weeper Tenement 1 | |___|_____| \ __ @ ) ) | G - Weeper Tenement 2 | / \ \ _) | @ / / | H - Ruined Hotel | Arc \ \_| | @ /_____/ | I - Sewer Access | Pylon \ \ @ ______/ | J - Submerged Tunnel | ) ) @ | / | K - Granny & Slackjaw | |_____| @ ) / | L - Shantytown | |__________ @ ___/____/ |_________________________| |@| _________________ |@| EXIT |____________ _ |_|@| _____ _____ _| |_____________ | _ ___/ | #_ @| | |_| | |_ _ ___ | _| |___| | |_| |@| | K _ | |___|_____| _| |_ | I | | � | � |_� _| |_ _| _| �| |_ _| |_____| ,-------| |_ | | | _____| | | / | �| | | | | | | |_ One-Way / |���| ������� | | |_ | | | | | <------' |� | | | \ ' | | | |___ ___ _|� | /�����|__| | ) ( | | _ |_| |_| _| |_/ /��|J ____| ( /\ \ _____| |_| |__________________/ |_| | )�) ) _ |_ | | |_| | | |___| | | L _____| | _ | |_| | |_| |_______| The last two areas are surprisingly large, requiring their own maps separate from the others. Corvo begins in the slums outside Rudshore Gate itself, an area known (in passing) as the Old Mosley Canal. The devs pitch a softball here, placing a bone charm in the muck 40-odd meters away. There'll be a rat swarm to deal with, but it's the thought that counts. Climb the hill of corpses and muck (near where an NPC is trying to free his buddy) and enter Mosley's Warehouse adjacent to there. There's a couple of NPCs chatting here, and eavesdropping reveals two big facts: � It's possible to ride the plague wagon to Rudshore Gate � Turning on the spotlight will keep the tallboys nearby occupied Ignore that for now and steal one of the guys' keys, which opens the nearby stash room -- it contains an urn, war medal and coins (3432/5635), as well as elixirs and a rewire tool. There's whale oil for doing the spotlight trick, although we can ignore those antics for now. Be sure to swipe the other NPC's pouch (3442/5635), as well as getting the wire on the 1F debris pile under the walkway (3452/5635). Return to the corpse-laden hill of muck and climb up toward the warehouse's bridge, which has miraculously survived an industrial debris slide. On this path is a cameo-and-coin pile (3562/5635), and the sidewalk lean-to has wire nearby (3572/5635) and herbs on the mattress (3592/5635). Ignore the water-filled alley and climb into the nearest apartment. Corvo can window-hop to get between the buildings, eventually reaching the top. For now, get the statuette in the survivor's digs (3642/5635) and some advice: it's possible to leap onto the plague wagon from the rooftops. � Although there's a rune on one of the roofs, and coin on an upper table near a window (3660/5635), catching a ride to Rudshore Gate is optional, and in fact ignores most of the fun things to do in the level. However, those that want to get through as quickly as possible can scarcely find a better way. Use the roof to blink onto the rail's tower, then a wagon when it's inert. Ride it toward Rudshore Gate and be sure to leap off onto the exterior catwalk. Time it poorly and Corvo crashes into the wall of light, ending up no better than the wagon's other passengers. Of course, the walkthrough assumes a reader wants loot instead of the first ticket out, so the wagon route is ignored. From the survivor's apartment, advancing next-door toward the rail area finds a small flat with coins hidden on top of a desk (3667/5635) -- easy to miss without Dark Vision LV2. Said building opens up onto a landing under the rail, and the dumpster here holds some wire and ore for the trouble (3697/5635). Pluckebaum Avenue runs on the high ground along the rail, and at its end, a dumpster containing herbs (3717/5635). The alley stemming off runs parallel to the rail, giving an overlook of Thresh Street and all the tallboys on patrol. Before going anywhere, a table has a few coins on it. (3720/5635) Although it's possible to head right for the gate, using high ground to take out tallboys with drop assassinations, it isn't necessary. It's much better to put those idiots to good use, bombing the tenements once the spotlight's restored. However, said tenements have goodies inside, so they'll need to be cleared out first. For this reason, cross to Thresh Street's other side and prepare to enter the ground-floor entrance of the first tenement. Don't go further, though, lest one meet a death of arcish pylonian nature. � Thresh Street has two guards on foot, and while they're easily dealt with, one actually ends up leaving the level, heading for the gate. If Corvo's quick, he could actually pursue behind him as the passage opens, avoiding the need to deactivate the wall of light, which spawns two more tallboys on Thresh. Again, it would ignore both loot and common sense, but it's doable. Anyway, back to the tenement ordeal. As soon as one enters, the three in the first area are scripted to get up and walk down the hall. This behavior will give Corvo time to kill the stragglers, or get most in a nonlethal manner. Snag the Tenement Key in the stairway and use it to get into the locked 1F door nearby, which holds food and coin (3733/5635). The 3F weeper room holds the same amount of coin (3746/5635), and the close quarters make it hard to get through without tangoing with its residents. Nevertheless, Corvo's loot run requires hopping onto the adjacent tenement's vents. The nonlethal sorts will have to tranq or blink behind the next (and only) weeper, since he doesn't patrol by default. When done, get the hound statue in the corpse room (3846/5635) and go onto the balcony above the twin pylons. Corvo can rewire them here, which kills a guard (if he's here) or simply lets our protagonist deactivate 'em safely. The reward: incendiary bolts, grenades and some elixirs. Those intent on using the spotlight strategy can take the pylon's fuel to do the trick, rather than backtracking to the warehouse. The three tallboys in the area will all go over there (even if the weepers are dead) and generally stay in that area, allowing Corvo to check the ruined hotel area at leisure. The 2F stairway has coins on a chair (3858/5635) and a mattress on 3F has even more (3874/5635). Finally, the locked door on 3F can't be opened, but by blinking to the side building, Corvo can circumvent the need and land on the hemlock/pouch twofer (3904/5635). That should do it for the Rudshore Gate collectibles. To exit the area, one will generally blink to the whale oil receptacle, remove it (may spawn two tallboys on Thresh St.) and blink to the next platform, which contains an alley entrance. That way, no one has to bother with the tallboy perpetually standing under the rail. _________________ ����������������� OLD PORT DISTRICT _________________ ����������������� CHARMS : 3 (8/8) RUNES -: 2 (5/5) COINS -: 1731 (5635/5635) PNTINGS: 1 (3/3) Right off the bat, Corvo can go to a deserted street-side apartment and get a bone charm, which also has the added effect of ignoring the boarded-up section of the sidewalk. Why? Breaking it alerts the four weepers in the dead end, although there's coins on a corpse there (3924/5635), so that's not a bad thing. Spooked weepers will generally rush forward and settle in the sewer entrance chamber a ways past. � Going into the sewer is the level's point of no return -- jumping alone won't reopen it. For that reason, those who want to get all coins would do well to have an extra save here, just in case they forgot something. Alrighty, into the sewers. Assuming one's followed the walkthrough and did Granny Rags' early quests, one'll find a wounded Bottle Street thug here. He mentions that only Slackjaw has the gate for the key ahead, and he's gone off to meet with his nemesis. Corvo'll have to find their battleground to venture forth. (Those who DIDN'T do any of Granny's quests can't go into the branch area and end up missing all items beyond, including the trophies relating to Granny and Slackjaw. Instead, the gate that would normally require the key is open by default.) BRANCHING ROUTE (MANDATORY IF GRANNY RAGS' QUESTS WERE DONE) ������������������������������������������������������������ Get through the pipes to the first river krust infestation, a small one that only relinquishes 50 coins (3974/5635). There's a second one through the canal's boarded-up section, giving up 125 total (4099/5635). There's also a two piles of coins near the shroud-covered bodies (4117/5635). There's a safe to rob of its ingot (4217/5635) and bone charm in the maintenance chamber on one side, though Corvo'll have to solve a riddle for it. The solution? Check which months the note to Jelly mentions, then read the month-related book alongside it to get which number it represents. The order the months appear in the note is the solution. Further in, past vertical pipes, is the third river krust cluster, coughing up only 50 coins among the three (4267/5635). This marks the beginning of a submerged tunnel, both long and deep. There's actually a cabinet halfway in that holds 40 coins (4307/5635), though it's may not be a good idea going for it without knowing where it is. Y'know, drowning and all that. Surfacing at the tunnel's end leads to an abandoned rig, which has wire (4317/5635) on its top walkway. The door leads into Granny Rags' sanctum, an old quarry of sorts. She'll ask the player to help kill Slackjaw, to which one can agree or not. (Disagreeing doesn't make Granny aggro, though she does suggest leaving. One can ask her again to get the same request.) Reward-minded individuals should know that helping Slackjaw gets all Granny's rewards, plus some coin, and is the only way to get all loot in the level. � HELP GRANNY: Agree to help kill Slackjaw, then follow up -- it only takes one swing. Get Granny's key to loosen his shackles, then toss the crime boss into the vat of bubbling goo. Mmm, whiskey-flavored. � HELP SLACKJAW: Speaking with Slackjaw and agreeing to help him, robbing Granny of her key, or putting her cameo in the incinerator starts a boss fight with the old lady. "Killing" Granny will spawn a swarm of rats and teleports her somewhere else -- there's no end to fighting in this way. However, if one takes her key item cameo (on upstairs bed), puts it in the furnace and incinerates it, killing/KOing her at any time ends the boss fight. (For fun, throw Granny into her own stewpot.) Slackjaw's reward for rescuing him is 600 coins, even if Corvo ripped him off in the Golden Cat chapter. (4917/5635) No matter where one's allegiances lie, the reward includes a master key to exit the area. Get the feathers and herbs by the stockade (4947/5635), the Sokolov painting (5247/5635) and oil (5277/5635) in Granny's house, then go into the locked workshop area. In addition to the rune shrine, there's also oil, feathers a map and a sextant to snag -- 165 total (5442/5635). Breaking the wooden cover on the storm drain reveals a one-way slip-n-slide path back to the sewers' entrance. NORMAL ROUTE (DIDN'T DO GRANNY RAGS QUESTS) ������������������������������������������� After finishing the Granny/Slackjaw showdown, or if one didn't even get to participate, one can venture into the shantytown beyond the sewer entrance area. In low chaos, Corvo's kind actions make the folks here survivors; on high chaos, his bloodletting makes it a gigantic weeper den. Either way, there'll be some clearing out to do, although those suddenly doing the nonlethal route (or who skipped getting the equipment back) can avoid most fighting by hiding in the lower sewer canal. Somewhat. The start of the shantytown actually holds the 4th river krust cluster, which ignores the weepers for some reason. They account for 25 coins (5467/5635), and there's also coins on the couch below 'em (5480/5635); the kennel stuffed with a corpse has a handful as well (5500/5635). On low chaos, the kennel corpse's purse is instead carried by a female NPC. Round out the area by taking the pouch by the shantytown dwelling (5550/5635), not far from where a rune languishes in the canal muck. Venture on to the fifth and final river krust cluster room, whose deaths'll result in 75 more for Corvo (5625/5635). Though they don't count as kills, one can avoid fighting by using the upper pipes...although it makes little sense in the long run, since the final bone charm's in a drain next to the acid-spitters. The chamber with the broken stairway holds the last ten coins, under a desk in the storage locker (5635/5635). From there, it's only a short walk to the Hound Pits Pub area. SPECIAL OBJECTIVE OVERVIEW �������������������������� The survivor escape can only occur on low chaos; on high, the survivors have become weepers. Campbell only appear as a weeper if he was branded a heretic in the second mission. Finally, the Granny/Slackjaw battle, supposing one's done enough to initiate it, can only be done in favor of a single combatant. � Put Weeper Campbell out of his misery � Recovered your weapons and gear � Helped the survivors escape (low chaos only) � Helped Granny cook Slackjaw � Helped Slackjaw defeat Granny _______________________________________________________________________________ ������������������������������������������������������������������������������� 8) THE LOYALISTS [WK08] _______________________________________________________________________________ ������������������������������������������������������������������������������� _____ Runes ---: 1 (1/1) _| |-ENTER |���������������������| Charms --: --- | H | | �: Rune Location | Shrines -: --- ___| |_____|___________ | A: Docks | Paintings: --- | | | B: Piero's Workshop | Coins ---: 360 | _ _|_ | C: Hound Pits Pub | |_ | | _____| I | | D: Brewery | | | ����������| |_ | | E: Emily's Tower | |I| C I D | _|___ | F: Samuel's Shack | | |__ |_____| | * |_____ | G: Hound Pits | | _____�� �| �|�| | | H: Abandoned Apt. | | | | |_ | | | I: Sewer Access | ___| | B� | _ | | G | |_____________________| | _ |_____| | | | F (_____|__ _____| |___ | _| |_| |_______,'�\_________|_ / _| E | |___| A _ �| I |_______ / |___| | ( / | | ______ _____ | (_______|__ __| | ( |_| |______| |_____| | \ |_| ( | _ _____ | \ \) __/ \_ | | | �������������'. |______) |_____| | '. | ��������������������������������������� ** NOTE ** Charms and loot bestowed by the DLC weapon packs have vanished at this point, if Corvo's left them alone since they spawned many chapters ago. Same goes for the abandoned apartment's loot. Speak with Cecilia to learn what's gone down in Corvo's absence, and why there's a ton of watchmen patrolling the area. There's two ways to proceed here: � Simply beat down all the enemies as normal. Doable without enlisting help from anyone, and the upper pub/garage area makes a perfect spot for tallboy drop assasinations. � Get help from Piero and Sokolov, who'll be hiding in the garage no matter one's chaos levels. The building is locked up tight, but Corvo can still enter through the 2F balcony; the roof vents wind down and around to there, remember. Piero will mention needing a blueprint to get his arc pylon to work; these are found in a trash can in Havelock's room. Return it to Piero then ferry a (filled) whale oil canister to the garage's rooftop pylon rig. Doing so zaps all enemies in the level, either putting them to sleep like a delicate sleeper hold or utterly destroying them. I really don't suggest using the Piero method for two reasons: killing foes with a pylon disintegrates them, destroying their loot, and knocking them unconscious can glitch their loot into the ground textures, preventing one from getting 'em that way, too. To finish this short chapter, one needs to find out where Emily's located -- read the note on the 1F pub countertop or the letter in Corvo's room to do the trick. As for signalling Samuel, one needs the key to the tower first, which is Callista's duty. In low chaos, she'll be in the tower; in high chaos, she's with Wallace and Lydia. Pop the flare, get supplies from Emily's tower (high chaos has weaponry), get any remaining supplies from Piero (go for broke on the last level!) and meet Sam on the tower beach. SPECIAL OBJECTIVE OVERVIEW �������������������������� The "defeat all troops" part requires defeating them without using the pylon. � Found Emily's drawing � Rescued Sokolov and Piero by defeating Havelock's troops � Used the arc pylon to rescue Piero and Sokolov _______________________________________________________________________________ ������������������������������������������������������������������������������� 9) THE LIGHT AT THE END [WK09] _______________________________________________________________________________ ������������������������������������������������������������������������������� Runes ---: 1 _____ ___________________________ Charms --: - | | ��������������������������� Shrines -: - | H | KINGSPARROW ISLAND OVERVIEW Paintings: - |___ | ___________________________ Coins ---: 187 | _| ��������������������������� _| |_ *2F not pictured | | __ _____ ______ | G� | _ __ __/+ | F | | | _ ________|_ _|_____|+|_/ \ / _______|_________| __ ( _|+|,' | |'. C ) / / / | | \ \ | 1F COURTYARD | ( ( ( UPPER |+| ) ) | D | |__| | | RAMPARTS � | | ( _ _| |____ | ( ( (___________ ) ) \___\_| | | |+ |_| |_/ ) \ \__ +|___________/ / | | �����������| | | \__/ '._ E �������| __ E _,' _ _| |_____|�| �|_____| |_ |_____|���|___| |_____| | | | | | |� | |_ | | A | | | | B | | |_____| | | |_____| | |___ ___| | ___| | | | / |_| ( _____/ '. ,' | ( START-|_| |������������������������| Here it is, the final level! It changes slightly | � - Rune | depending on one's chaos ranking, although the | + - Notable Stairway | gist is the same: | A - Harbor Entrance | | B - Beach Entrance | � Infiltrate the fort somehow | C - Machine Room | � Get access to the gatehouse | D - Lifeboat Access | � Ascend to the lighthouse | E - Ramparts Room | � Rescue Emily | F - Gatehouse Control | | G - Gatehouse | There's very few coins in this level, and they | H - Burrows Lighthouse | don't matter really (no NG+ or continued play |________________________| aftewards), so progress is very expedited. _________ ��������� THE BEACH _________ ��������� Coins: 4/187 Samuel will put Corvo in the same spot each time the level starts, as he's done before. On high chaos, it will be nighttime and guards will come to inspect the docks after a few moments; on low chaos, it's daytime and foes aren't in the immediate area. There are two spots marked on the screen: the Beachside and Harborside walls of light. These block immediate access into Kingsparrow Fort, the real meat of the level. They're both similar in make, and it's not worth killing folks outside, since they will respawn ad infinitum when Corvo leaves the area. It does give the nonlethal approach another bonus, since reinforcements don't arrive for guards merely KOed. No matter what one does, it helps to eliminate the watchtower perched by the rocky starting point, since it's in view of the first destination: that sewer entrance between the two gate platforms. (The watchtower probably won't be in range for those doing the no-upgrade playthroughs, however, forcing one to just be more cautious.) The sewer-fed interior section has a guard and allows one to disable both gates, plus a few coins on a console near the beachside oil receptacle (2/187). Those who want the hidden trophy for unplugging five security systems on the island should disable both gates. Corvo can now tackle whichever gate he wants to pass through. Those trying to get through with a delicate touch can just tranq guards, while the patient (or didn't-get-my-equipment-back) types would do better watching the guards' patterns. It's best to eliminate one of the platform's three guards, then blink past the gate guard when he isn't looking, or when he's scripted to lean on the opposite side of the wall. Those who want to get all coins should get the two hidden in that small beach building's hatch first (4/187). � There are alternate ways to enter the fort, such as possessing a rat and sneaking in through a tunnel, or blinking onto one of the massive cables extending from above the beach gate (leads to upper levels). ________________ ���������������� KINGSPARROW FORT ________________ ���������������� Coins: 80 (84/187) Inside at last! Blink past the closed gate's shutter to reach the main courtyard, with the Gatehouse at its center. One of the patrollers in this area holds the Control Room Key, letting one get in-between the courtyard and the whale oil rooms visited earlier. Not necessary, but may be helpful...or not. For old time's sake, let's get the area's coins. The ramparts are composed of three tiers of walkways. The middle-tier section has two "gatehouse control room" areas -- one adjacent to the actual Gatehouse, the other directly above the gates' whale oil room -- and each has 6 coins to find (16/187). Meanwhile, the two largest rooms atop the ramparts each hold loot, 17 coins and 50 coins, respectively (83/187). On high chaos, the 50-coin pouch will be held by the targeted NPC instead, although it's the same room each time. Finally, it's time to infiltrate the Gatehouse, and the front door wall of light makes that option a no-go. Instead, enter the 1F ramparts "Machine Room" (close to beachside entrance tunnel), which leads directly into the Gatehouse drainage area, where the game's final rune is. To enter the 'House through this method, use the crankvalve directly above that small chamber; it's on the floor. � The Gatehouse exterior, if one gazes at the front, has a high-up walkway segment that goes to nowhere. Well, on low chaos, it does nothing. However, on high chaos, after the building's taken structural damage, Corvo can simply blink in through the hole and reach part of the upper stairway. It circumvents the lower guards completely. Those playing a normal low chaos run will have to work from the basement up, and since there's a chain that connects to the top of the stairwell, it's not that hard. However there's one last coin (84/187) to get: go down one landing from where the chain ends and it'll be on the floor. To reach the lighthouse itself, one must cross an arc pylon bridge. This is a simple feat, done by blinking onto the parallel walkway right below it. A rewire panel is here, too, for the murderous types. Beyond is a final stair leading to the elevator. Two guards here (one on stair, one patrolling around it). Nonlethal players can wait for the first guard to approach the arc pylon bridge, then do some quick blinking to avoid the remaining watchman. Acquire the second guy's key (required) before ascending. � Once upstairs, it's impossible to return to the fort and beach areas. Those doing the "Lights Out" trophy need to consider their chaos levels. On high chaos, there'll be an extra unpluggable to get; on low chaos, that doesn't appear, so Corvo has to do his work in the fort (3 walls, 2 pylons). Those doing a nonlethal run will want to consider ignoring that long enough to get the trophy, then reloading. __________________ ������������������ BURROWS LIGHTHOUSE __________________ ������������������ Coins: 103 (187/187) The first task is getting past the four lower guards. There's one right near the elevator, two more at the middle part, and a fourth at the lighthouse's main entrance. The second guy doesn't patrol by default either, meaning one must screw with his AI (easiest way is a gunshot) to get him moving. There's also little to no hiding spots here, 'sides atop the lift, making it a chore of sorts. Luckily, Corvo can avoid all these annoyances by blinking up the elevator shaft's girters until he gets on the roof. From there, he can continue onto the glass-encrusted structure. This leads to the back stairway, leading back inside to the lighthouse interior. On high chaos, no one will be here, and Corvo can get the remaining coins in the antechamber (87/187) and the pouch by the audiograph (187/187) easily. Emily's adventure will change depending on Corvo's actions so far. � LOW CHAOS: The boss will be in the planning room. He isn't aggro by default and even freely gives the key to Emily's cell, which has already spawned on the end table. However, at some point in the speech, taking the key DOES make him aggro, which means it counts as an alert. Those doing no-alert playthroughs will want to knock him out before then. Emily is kept nearby, and taking her ends the game. Note this confrontation is optional: if Corvo takes the key and frees Emily before dealing with the boss, the game ends as normal. � HIGH CHAOS: The boss and Emily will be at the top of the lighthouse during a storm. If Corvo approaches normally, she'll be taken hostage, and Corvo will have to resolve the situation. Shooting the attacker successfully, or blinking closer, has the fiend fall to his death, but Emily manages to hang on. Corvo can then choose to help her up; if he waits too long, she falls as well. (Those doing a nonlethal playthrough can, before approaching the top, unplug the canister below that platform, which stops the spinning gear. Corvo can infiltrate underneath the walkway, blink onto the spot behind the boss and KO him like a badass. I believe tranqing the boss after he's taken a hostage results in a death, so don't let the situation get that far.) The ending credits will change depending on the chaos level. Will Dunwall become a rat-infested hellhole with a dead would-be Empress, or will Corvo's kind actions result in a plague cure and new golden age? Hmm... THE END SPECIAL OBJECTIVE OVERVIEW �������������������������� � Killed Overseer Martin � Killed Lord Pendleton � Killed Lord Havelock � Read Havelock's journal � Rescued Emily | | | | | | | | | | | | | FINAL MISSION SPOILERS ABOVE! DON'T LOOK IF YOU HAVEN'T BEATEN GAME YET! | | | | | | | | | | | | | |����\ |�����|�������|_________________________________________________________ | |�\ \| |�|_|��| |������������������������������������������������������������ | | ) ) | _ | | DUNWALL CITY TRIALS [DLC1] | |_/ /| |_| |__| |____________________________________________________________ |____/ |_____|��|_|������������������������������������������������������������ Dunwall City Trials was Dishonored's first DLC pack, released on December 11, 2012 for 400 MSP (now $4.99). It contains ten challenges that use abilities and harness skills from the campaign, often to a humorous, fun or annoying degree. The DLC includes its own trophies/achievements and a worldwide leaderboard to track progress. Challenges can be played in any order. Each challenge is rated out of three stars, with 1 star being given for each 10,000 points earned. (Thus, a 3-star run would be 30,000+ points.) Six of the challenges have Expert-level variations, unlocked by scoring 20,000+ in their Normal-difficulty counterparts: � Mystery Foe � Burglar � Back Alley Brawl � Bonfires � Train Runner � Kill Cascade The other four (Assassin's Run, Oil Drop, Bend Time Massacre, Kill Chain) only have Normal modes. Some would say a few of 'em are hard enough without extra distractions! Reaching certain scores will also unlock art selections in the main menu's Gallery tab. One will have to break 30,000+ in all games (Normal and Expert) to get everything. |����\ |�����|�������|______________ | |�\ \| |�|_|��| |�����������������| | | ) ) | _ | | ASSASSIN'S RUN |========================================== | |_/ /| |_| |__| |_________________| |____/ |_____|��|_|����������������� BASIC PREMISE ������������� Corvo, armed with an infinite-ammo crossbow, is tasked with clearing baddies out from rooms (structure based off the Rudshore base). Each room is sealed until the foes inside are slain. The only powers allowed are Dark Vision and Blink, both at their max levels. Corvo comes with both zoom-in upgrades, too, but forgot his melee weapon. D'oh! SCORING ������� Clearing rooms and kills earn points, and there are bonuses for headshots, kills on unaware assassins, multi-shots on one target and quick kills in succession. Killing civilians (masked noble NPCs) counts as a misstep and alerts nearby foes, even if it was done stealthily. Points are only tallied at the challenge's end; dying doesn't save anything pertinent (like unlocks) for that particular run. The game WILL remember if Mrs. Pilsen was saved, however. Pilsen is love, Pilsen is life. PROGRESSION ����������� Here's just some tips from me. � ROOM 1: 3 foes, 1 civilian. The best starting formation is two assassins in the first hallway. Snipe the one that has its back to Corvo, then get the one looking at the wall. The third will be searching a desk or moving to observe a painting. (Note that sniping a foe too close to another will cause alerts all around, so be quick with that 1st headshot.) � ROOM 2: 3 foes, 1 civilian. This is the between-area hallway, and differs from the campaign in that there's several business cabinets that serve as hiding spots. Personally, I like shooting into this area from the first one, particularly from above a cubicle divider that gives a nice sightline into that hallway. This usually allows one to take out the assassin who rummages in the nearby desk, then the inevitable helper who stumble on the corpse. Players can always sneak into Room 2 and eliminate foes from a slightly better trajectory, but I always liked this one (particularly when doing the Headhunter trophy.) � ROOM 3: 5 foes, 1 civilian. In the campaign, the third room was where the assassins' shadowy training room; now, it's considerably brighter and has an open antechamber. (The civilian runs into plain view at the start, so no need to look for her.) Blink behind the nearest debris to bait weepers into storming the area, then blink onto the high bookcase near the entrance to systematically -- and safely -- eliminate them. � ROOM 4: 2 foes, 1 civilian. Immediately upon entering the room, Corvo will be locked in with two assassins who are aware of his presence. The foes'll always enter from the end shutters, allowing Corvo time to quickly headshot one before the other becomes aware. � ROOM 5: 2 foes, 1 civilian. This is an empty room, but the windows open to show two far-off assassins, one with a civilian hostage. Corvo'll need to get some sniping done here. They're far apart and won't be aware of each other. (The one on the stairway has a constant, looped walking animation, making headshots very hard.) � ROOM 6: 2 foes, 0 civilians. Corvo will now be in the hallway outside what used to be Daud's office, only there's several pillars now. � ROOM 7: 3 foes, 0 civilians. In Daud's office, three foes (two lower, one on balcony) will be aware of the player's presence and attack. The suction attack actually makes for a good headshot opportunity, but one doesn't want the battle to lag too much, since there's no defense without a sword. Enter the void to leave. NORMAL NOTES ������������ � Quick config selections aren't saved. If you like having Dark Vision be "up" and Blink be "right," they'll default each time one dies. It's quite a disappointment, considering other challenges DO save 'em. � Civilians pose no threat, don't get alarmed or notify enemies inherently, and generally are "just there". Shooting them robs one of bonus points at the challenge's end, so do NOT kill them! � Target positions are roughly the same each time, just with the players changed. For instance, the first room begins with: (1) a target with its back to Corvo's starting room (2) a target in the main hallway (3) two in the cubicle areas. The civilian can occupy any of those four spots. This is the same thing for each area, and those small changes can either help or hinder proceedings. EMILY'S DOLL ������������ Mrs. Pilsen is in the third, weeper-filled room, in the chamber those foes ran out of; on a lantern-lit shelf. ACHIEVEMENT: HEADHUNTER ����������������������� Complete the challenge with 100% accuracy and all kills being headshots. This doesn't require stealth per se, but is about a thousand times easier with it, although it may affect the score. Note that 100% accuracy requires HEADSHOTS ONLY. Shooting a foe in the knee and executing them in the head doesn't help! Twenty foes, twenty headshots, twenty bolts used. Very simple...in theory. General tips: � Room 1/2: It's possible headshots don't register when assassins rummage in desks. Only shoot them (while they're doing that) if one has a good shot while in a very close, preferably elevated, proximity. � Room 3: Weepers are fidgety types. Get to elevation and only shoot when they've completed their coughing animations. Also, they only creep closer when Corvo crouches...not sure why that happens. (Maybe to avoid any stealth possibilities in their AI scripts?) � Room 4: The assasins and civilian's positions are randomized, but Dark Vision'll reveal who's behind which. Immediately snipe one as the shutter rises. The other'll have to be taken out from a good position. The only one available is within the room they start in -- hide atop something to narrow its AI possibilities, wait for it to throw bolts and hopefully back into a corner/against something. � Room 5: This is the sniping portion. The hostage taker part is rather easy, but the stairway guard is too far away to be a gimme. The looped animation ensures it doesn't stop, but at the same time, it never deviates either. A player can find a spot where the head 100% passes by, wait for it (get a feel for the shot by letting it loop a few times) and eliminate carefully when the time's right. Generally, one wants to aim a little higher than where the head's at. � Room 6: Just two guys, and the far-off guy who paces back and forth may not even notice his dead comrade. Pretty easy compared to the sniping bit. � Room 7: The same AI-narrowing strategy used in Room 4 applies here. See the video below for more details. Here's a video of everything in action. It may not be 100% useful depending on one's console of choice, but it's helpful. (For instance, on PS3, players can't hop onto the sill in the sniping portion, making the shot just that much further away.) https://www.youtube.com/watch?v=9-jcnbEhAHY |����\ |�����|�������|________________ | |�\ \| |�|_|��| |�������������������| | | ) ) | _ | | BACK ALLEY BRAWL |======================================== | |_/ /| |_| |__| |___________________| |____/ |_____|��|_|������������������� BASIC PREMISE ������������� Corvo find enemy, Corvo kill enemy! This is just a straight-up battle, and unlike Kill Chain, it ends if one dies. SCORING ������� Points are gained for each enemy slain, and special actions give extra, like: � Brutal Streak (3-kill mixed streak of headshots, assassinations, etc...?) � Counterattacking (parrying) � Dismemberment (cutting off head or limbs in some fashion) � Drop Assassination (self-explanitory) � Explosion (score kill/s with a grenade, oil canister, etc.) � Fast Killer (2+ kill in quick succession) � Fencing (multiple kills in succession with sword) � Fatalities (anything leading to an execution animation) � Ghost (kills while undetected by anyone) � Headshot (killing, not just damaging, someone by shooting their head) � Invincible (killing multiple foes without being damaged/needing to heal?) � Kill Streak (killing foes in quick succession, like with Blood Thirsty 2) � Multiple Factions (killing foes of different factions at once?) � No Elixir (killing foes after not having used an elixir in a long time?) � Novelty (not sure, but it's the most common bonus given) � Power Combo (three kills in a row while a power is active...?) � Stealthy Streak (deal damage 3 times consecutively while undetected?) � Vanished (was detected but became hidden) NORMAL NOTES ������������ � As the game itself says, there are special offers to take advantage of. A golden merchant may appear for 0:30 -- hitting him gives ammo, killing him earns gear upgrades. Runes can randomly appear between rounds and give new powers. Rival factions may also fight amongst themselves, giving Corvo a chance to capitalize (although non-Corvo kills don't increase the point total). � Don't forget that enemies commonly drop ammo associated with them! Guards drop pistols, assassins drop bolts, overseers drop grenades. Collect them between rounds, before the rats can gnaw 'em to pieces. � Runes can spawn on certain rooftops, so it's good to know one's way around this place. It's also helpful since tallboys can appear in later rounds, and they're annoying to fight without retreating to high ground. � Always take out overseer instrument-carriers as soon as they arrive. Few things in this challenge are as lame as doing well, then trying to take on a tallboy (etc.)...only to find an organ grinder was nearby, and his notes lead to an early grave. They can be OHKO'd if shot in the back of the head, like all overseers. � Drop assassinations give about 400 points per kill, plus any extra bonuses that may aply. It's always a good idea to work 1-2 into each round, since the opportunities almost always present themselves (and in the case of tallboys/Torturer/etc., are welcome time-savers). � The vanishing bonus (+80 pts.) can be done repeatedly, simply by showing oneself and finding a hiding spot. Naturally, this works best on foes who can't follow onto the rooftops and who don't do high amounts of damage to waste supplies. Something to remember in case one's a bit short of a goal. � Tallboys are undoubtedly the most annoying foe to face here. They tend to only patrol two areas, and rarely go elsewhere (except when enemy AI draws them away). It's possible to destroy their oil tanks and all that, but it's not a bad idea to do Bend Time drop assassinations to ensure one doesn't blow opportunities to kill 'em. � Crossbow sniping is a great asset, but assassins don't appear all that often, meaning bolts can be in short supply. Always remember where those foes fall at (each carries 2 bolts). Veteran players can even watch where assassins' fired bolts land and potentially collect them later, too. PROGRESSION NOTES ����������������� Pretty basic stuff. Each round has 3-4 foes, and the difficulty increases as the rounds progress. For instance, the early rounds have lower guards, weepers Bottle Street thugs and/or overseers; middle-tier rounds have assassins, elite guards, hounds and watch officers; later rounds have tallboys, elite guards and some special units. Starting after round 2, a rune randomly spawns somewhere on the field, and instantly bestows a power to Daud. These powers are fixed in the order given below. If a rune isn't picked up, it carries over into the next rounds. Similarly, Griff, the Bottle Street merchant, appears every three rounds or so, cloaked in a golden aura. Attacking him gives health/mana elixirs, and if he's killed, he gives up gear upgrades (automatically equipped). He disappears after thirty seconds. He can appear several times in the final round, if the clock draws on enough. GRIFF -> 3, 6, 9, 13 RUNE --> 2, 5, 8, 11 -> Devouring Swarm 2 ----> Bend Time ---------> Windblast 2 -------------> Bloodthirsty 2 Here's a general overview of how the rounds go: � 01: 3 foes � 02: 3 foes � 03: 3 foes � 04: 4 foes � 05: 4 foes � 06: 4 foes � 07: 4 foes � 08: 4 foes (includes overseer instrument-carrier; no in-fighting) � 09: 5 foes (includes 1 Torturer) � 10: 5 foes (includes 1 Tallboy; low chance they thin themselves out) � 11: 5 foes (includes 1 Tallboy; high chance they thin themselves out) � 12: 5 foes (includes 2 Tallboys; low chance they thin themselves out) � 13: Infinite foes (including Daud) The final round consists of a mandatory fight with Daud in time-frozen space, then an infinite battlefield scenario. It starts with 2 tallboys and some usual rabble, and each time one's killed, another (of any type previously faced) spawns nearby. For instance, killing a tallboy may spawn another on the map's other side, or an assassin could spawn. The spawned foes carry the same AI and allegiances (so assassins would fight non-assassins, B.S. thugs would fight the City Watch, etc.) EXPERT CHANGES �������������� Combat difficulty is upped to "very hard" and enemies become aware of one's position as soon as they spawn (although one can eventually vanish; it's just an extra annoyance). EMILY'S DOLL ������������ Mrs. Pilsen is watching the carnage from an unused crane/pulley, high atop the level. To get her, look for the rooftop where "number 13 is a lie" is written on a wall. Blink onto a chain, walk to its length, then blink onto Pilsen's pulley. (There's two chains, but it should be obvious which one leads to the interior alley pulley...) ACHIEVEMENT: BY MY HAND ALONE ����������������������������� Kill every target oneself, rather than letting 'em pick themselves off. This requires players to: - know spawn positions and how rounds are affected - identify targets who'll fight among themselves and the rounds they occur in - know where tallboys spawn - know when Griff spawns (he must be manually killed each time) Bend Time (obtainable after Round 5) is great for many reasons: it can stop in-fighting enough that Corvo can pick off aggressors, it allows one perfect opportunities to kill tallboys, it lets one do normal kill chains (duh) and it can be used to quickly get to Griff, who'll run around like a chicken with its head cut off. |����\ |�����|�������|_________________ | |�\ \| |�|_|��| |��������������������| | | ) ) | _ | | BEND TIME MASSACRE |======================================= | |_/ /| |_| |__| |____________________| |____/ |_____|��|_|�������������������� BASIC PREMISE ������������� Break the glass panes to start the Bend Time effect, killing the requisite amount of foes listed. There are no game overs, so failing allows one to just repeat until successful. (However, only the first round-winning score will be kept.) Like Kill Chain, there's a one-time bonus round after each main round. The game finishes after 5 main rounds. SCORING ������� Points are awarded for completing the objective. Extra points are awarded for killing with flair (like air assassinations), eliminating all enemies, and any successful bonus round. NORMAL NOTES ������������ � Once the glass is broken, the timer won't stop, even for menu pauses. � In any level with Blink, Corvo can use exterior ledges to infiltrate the party scene with a bird's-eye view. As long as he doesn't drop down into the gathering, the time-stop effect won't activate. Use this to get things precisely where they're needed, like ensuring X foes are beneath a speaker or everyone's broken off in Y groups, enough to match one's own explosive arsenal. � Make good use of weaponry and when to start the time-stop effect. For instance, if five enemies walk near each other, one could eliminate them all with a single springrazor, grenade, etc. Time-stopped bullets will hit their targets after time resumes, making a good way to hit far-off guards. � As with Chain Kill, scoring up many kills via explosions is a great way to rack up points. Many challenges will give weapons of mass destruction (like regular and sticky grenades, springrazors, oil tanks) so tossing them into mass groups is smart. Corvo can also destroy hanging speakers for an extra explosion. BONUS ROUND NOTES ����������������� Examples of what may occur: � "X seconds to kill Y and save Z". For instance, killing an elite while saving an art dealer. Weapons are often removed for this challenge, so rely on powers for unconventional wins. For instance, possessing the killer and suiciding off a cliff. � "X seconds to kill Y enemies with street speaker fall". � "X seconds to hit Y with Z shots, each breaking a pane of glass". AKA the Pincushion challenge. Walk around the perimeter to find the panes and the right trajectories. This challenge often has an ample 0:30 clock. � "X seconds to kill 3 Pendletons without letting any guard see them die or discover their bodies". This is just about killing them in good spots and hiding the bodies, which become un-time-stopped when slain personally. The challenge fails if guards are killed, so the "explode everything" strategy doesn't apply. � "X seconds to kill Y with whale oil tank" AKA the Hot Potato Bonus. The oil bomb' fuse begins as soon as one picks it up, forcing one to sprint through the house to find the target and chuck it at him/her. Weapons are often removed for this, so shortcutting to the target via the exterior walkway is a crapshoot (no way to break glass while carrying tank). � "X seconds to kill Y foes with just Blink and a sword". AKA the Process of Elimination Bonus. Sword kills work, although kills that result from sword swings (like speaker explosions) count as well. EMILY'S DOLL ������������ The doll's on a floating piece of wood within the greenhouse interior. It can be found without starting a round by blinking onto some high-up exterior beams, moving inside (overlooking the guests' positioning below) and moving to where the floating wood pathway is. ACHIEVEMENT: TIME MANAGEMENT ���������������������������� Complete Time Bend Massacre without failing a round, including bonus rounds. |����\ |�����|�������|________ | |�\ \| |�|_|��| |�����������| | | ) ) | _ | | BONFIRES |================================================ | |_/ /| |_| |__| |___________| |____/ |_____|��|_|����������� BASIC PREMISE ������������� Corvo must find red pillars of light ("bonfires") randomly appearing through the map and capture them by entering their proximity. Each one he finds increases his score and time limit. During this challenge, mana refills at a very high rate (no elixirs required) and fall damage won't occur. SCORING ������� Each pillar gives 1000 points by default, and Corvo can get extra points. � +500 for a fast capture (from previous pillar) � +1000 for a very fast capture (from previous pillar) � +1000 for a tricky jump (see Daredevil section for list) Each pillar gives 1000 points. It's possible to get 500- and 1000-point bonus for "fast" and "very fast" point captures, but the random nature of the game makes these a bit unreliable. However, knowing the level's layout and where the shortcuts are helps immensely, which is why players will have to just do old-fashioned trial and error for many things. PILLAR OVERVIEW ��������������� There are seven possible locations, and players will have to familiarize themselves with reaching any point from any other! ############################## #____ |�����| |�����|�����| # # 4 | | | | | | # #|_____|_|_____|_|_____|_____|___ # # |_______ _____ ____ _____ | # # | | | | | | | # # _| | 3 | |____| 2 | | # # __| |_____|_____|____ |_____| |_____# #|________________ _______ ______ |# # | | | ) | | |# # '. | | ,'|_| ,' |# # '. | |___,' ( |# # ,-. |_| | ,-. | 5 )# # ( 6 ) |_| ( 1 ) |__/# # '-' _ '-' # # |_| # ########## _____############### |_) )_| |7 / �� 1: The interior pit island is a low pillar point and always the first one to be taken. It can be easily reached from many points (7,5,2), thanks to their height advantage. (1) can be reached from (6) via the under-street path between them; vice versa, too. The furthest point (4) can barely reach it in two blinks by using the doll island. 2: We'll call this the downtown interior building, since the point spawns in a windowed, albeit open-roofed. apartment. It's most easily accessed from the similarly elevated (3), and since (4) is higher than (3), it can get the same benefit. Any lower point tends to have trouble, since blinking will require climbing the exterior vents and such. From street level, just two regular jumps can reach it, and may be preferable to awkward upward- -aimed blinks. 3: This is a downtown building's roof, a middle-height area that's easily accessible from anything the same height (2) or higher (5). Easy access from the lower island points (1,6) are blocked by ruined buildings, that tend to impede blinks instead of assisting. This tends to be an awkward point to reach from the start (7) since it faces the street and climbing higher requires entering those building husks. Practice can allow one to enter a broken building -- I use the one by the interior pit (1) -- and hop out a window, blinking onto the roof in the meantime. 4: This is the tipped building. It's awkward to reach from any point other than high downtown pillars (2,3), and especially awkward to reach from the pit islnds. However, (4) is the only point that can access the doll island, letting it quickly reach the lowest pillars (1,6) and the starting point (7). Players should practice reaching (4) from (6), which requires blinking to street level, then the broken stairway alongside it, then running the metal ramp up onto it. Those trying to reach (4) from (1) should reach street level, jump on the awning alongside (2)'s building and blink to (4), which provides the normal route. 5: This is the end-of-street building in downtown, which borders several pillar points but isn't accessed easily by any of them, honestly. (1) is too low and requires an extra step, the red-marked ledge, to reach its window. (2) and (3) can't reach it in one go, and generally blink through its window from street level. The debris belt under (7) flows toward (5), and is the only shortcut available from this point. 6: This is the exterior pit island, a low point reached in 1-2 jumps from any higher point (2,3,4,7) but can't easily access any point itself, other than the interior pit (1) via the under-street path. It can, however, use the debris flow under (7) to potentially reach the starting cliffs, though it's quite dangerous. 7: The starting platform. It can reach the pit islands (1,6) in one blink and can use the debris flow to reach the end-of-street husk (5), but lacks other useful options. Since it's at a lower elevation and far away from downtown, those (2,3,4) tend to be the more annoying ones to reach, often taking 3+ blinks. SHORTCUTS ��������� The map's weird elevation and bottomless pits make traveling rather annoying, but shortcuts do exist. (Some of these were already stated above, but just in case they were missed...) � There's a bunch of debris that flows under the starting point (7) and goes toward the ruined building (5). A well-timed blink can land on one of the floating walls and save heaps of time. This is part of the Daredevil trophy route. � The broken building near the garbage flow (5) has open windows, letting one quickly reach it from the downtown area without using the sidewalk. The interior pit's platform (1) is too low for a single action, but can do it in two by using the empty ledge -- it has four red markings on it -- a little below and off to the window's side. � To reach the starting point (7) from the tipped building (4), consider using the high floating island -- i.e. the doll's island -- in-between the two. It's only accessible from (4) and allows the gap to be cleared in two blinks. � From the exterior pit island (6), players can do a single jump-blink onto the rocky structure outside the starting point (7). With a bit of practice, this is far more reliable than using the level's moving debris ring. NORMAL NOTES ������������ There's not too much to say on this level, besides some obvious points: � Luck factors heavily into the pillar spawning. There are several easy ones (7-to-1, 2-to-3), some that get easier once one knows the layout and can make well-placed jumps (6-to-1, 2-to-5) and some only useful via shortcuts (4-to-1, 7-to-5). However, there are some spawns that are always time-wasters and that players don't want. For instance: a 7-to-4 requires leaving the starting point to reach the far-off tipped building. One would have to chance jumping in the downtown husks or use the exterior pit island for the usual climbing course. Both, at best, will only lose a few seconds. � Get into the habit of doing far-off blinks as often as possible. This would be mana-wasting in the campaign, but with mana practically infinite, it's necessary to save time in the challenge. � Some blinks can be made without jumping. For instance, a 7-to-6 (starting point to exterior pit island) can be done in one blink by simply running off the platform edge and blinking at the right moment. However, jumping to ensure Corvo makes it causes him to do the "fall damage" animation when he lands, which wastes time. If possible, find a good rhythm that allows one to avoid those pointless time wastes. If that requires jumping down a bit lower first (like in doing a 2-to-5 jump), go ahead. Remember that time spent in freefall also wastes time, even if it's unavoidable! EXPERT CHANGES �������������� As if the game couldn't get more annoying, there are now assassins prowling the area and Corvo must collect elixirs to restore mana. Naturally, these two factors will affect player patterns. EMILY'S DOLL ������������ Mrs. Pilson is on a floating island in-between the isolated building (6) and the toppled building (4). Corvo will need to do a long jump + blink combo to reach it from the latter. The doll's leaning against a tree. ACHIEVEMENT: DAREDEVIL ���������������������� VIDEO: https://www.youtube.com/watch?v=qEk3b8gzoEU Daredevil requires performing six special "combination jumps" in the course of a single round. For those thinking "hey, I'll just do the jumps right away and get this easily": no. A jump only counts if one blinks into a pillar at the end of it, so some are going to be random. These can be done in any order, technically, although since the challenge's first two pillars are fixed, the first two in this list can always be done also (if one prefers). � From the exterior pit island (6) metal balcony, blink to the street-level building husk's doorless entrance, then quickly onto the interior pit island's checkpoint. This counts as a tricky jump despite being a two-part technique. Trying this from anywhere other than the exterior pit balcony doesn't work, and it doesn't work in reverse either. � The debris flow under the starting point is good for eaching the downtown outskirt building (5), but for this, Corvo will need to use the flow to reach (2). To do this, start at (7) and use the debris flow's numerous li'l orbiting platforms, which will take one into the downtown area. Once near (2), blink through a fallen building wall/window onto the point. The other four are just luck of the draw in terms of ordering. The best-case scenario is having them all toward the first few pillars, since those give a higher time bonus. However, with all the combinations, good luck getting the game to give a suitable order. � Between (3) and (6) is a broken building husk, the same one players are recommended to jump through at the beginning. From the top floor of this structure, do a single jump-blink onto (6)'s pillar. � Similar to the debris flow maneuver above, but much shorter. Simply blink onto it from the starting point at (7) and, in a single jump, blink through the window of (5) onto its pillar. � Right at the start, if Corvo continues toward downtown, there's a miniscule street "island" that has a rock structure and tree on it, but nothing else. Run up this rock and blink onto the exterior pit island (6) point. � Reach the interior pit island (1) in a single jump from the doll island, which is only accessible from the tipped building (4). Although the achievement/trophy is nice, Daredevil is important because it not only teaches point-gain methods, but refines one's playstyle. No one who gets this trophy can be considered a greenhorn -- Expert is just that much easier for the dedication! REMEMBER THAT TRICKY JUMPS CAN BE REPEATED MORE THAN ONCE FOR THE EXTRA POINTS, but the roundabout methods for some won't be offset by the time boosts, making them a bit unwieldy. |����\ |�����|�������|_______ | |�\ \| |�|_|��| |����������| | | ) ) | _ | | BURGLAR |================================================= | |_/ /| |_| |__| |__________| |____/ |_____|��|_|���������� BASIC PREMISE ������������� This is a "ghost" test set in a jacked-up version of Dr. Galvani's mansion. The goal is to steal certain egg statues -- and whatever other valuables are inside -- while drawing as little attention to oneself. Getting caught three times by guards results in a game over; dying in other fashions, like taking a tumble into the Void, resets one at the last platform. SCORING ������� Collecting eggs and valuables (coins, paintings, ingots, etc.) gives points. Each item is subject to a "stealth bonus" as well, meaning a good thief will benefit greatly, while poor thieves can't break 20,000+ points if their lives depended on it. BONUS LOWERS BY... BONUS RAISES BY... ������������������ ������������������ � Guard head-tracks player � Finding clockwork eggs � Guard turned to face player � Enemies unaware of player � Guard actively searching � Guard found ("busted") player � Guard found a body/corpse � Player killed a guard � Player tranqed a guard This means the score caps out by finding all eggs first, maintaining perfect stealth to keep the bonus high, then finding all 3500 coins worth of loot. Each separate coin is subject to the bonus. From what I've seen, the penalty for tranquilizing a guard is less severe than killing, though neither's preferable. Luckily, many guards are scripted to stay on their own levels, so there's little chance of, say, all guards running upstairs for no reason. In this respect, it's about the same as one'd expect in the campaign. NORMAL NOTES ������������ � PATIENCEEEEEEEEE. Just like a ghost playthrough in the campaign, it takes quite a bit of effort, planning, waiting and (sometimes) luck to really take advantage of the situation. There, it was pride and trophies; here, it's point-based. Find good hiding spots to survey the area, learn the AI routines, abuse Dark Vision and Bend Time when need be. � This bizarro version of Galvani's lab is four storeys, with two eggs on each floor besides 3F. (The eggs themselves are randomized, but this doesn't matter a whit.) 1F has them on two main-hall pedestals; 2F, a stairway-area display case and den pedestal; 4F by a bedside and a small antechamber. � The game assumes players will start from the ground floor and work up, and the objective-marking icons follow suit. For instance, eggs on 3F won't be map-marked if there's one remaining on 1F. (This annoyance can be overcome by knowing where they spawn, but still...) � We're talking about finding handfuls of coins on cabinets, mantles, baskets and the like -- Dark Vision is amazing. � Loot is mostly just sitting on counters and hanging on walls. Some guards will carry pouches, though. STEALTH NOTES ������������� I'll just go floor by floor. � 1F is the simplest, since it just has two guards to bother with. One will patrol the main hallway, going from the entrance area to the stairway's painting, then repeat. The other sweeps the perimeter (bunk area, kitchens, storeroom area, etc.) and takes a long smoke break in the latrine. Dark Vision and the multi-entrance layout to the area make avoiding them very simple. The eggs are both in the main hall, opposite each other. Players who enter from the side entrance can lie in wait, creep from the kitchens to get the first egg, then blink to the second, before rushing back into hiding. � 2F has three guards. The first and least important is the 2F balcony guy, who constantly survey the exterior grounds. As long as one doesn't startle him, he doesn't affect much. The next guy is the stairway-area guard, who mostly idles in that lobby. The final watchman patrols the perimeter areas, passes through the 2F stairway landing, then back into the den where he'll eventually repeat the process. To safely get the eggs, one must watch the patrolling foes' routines. The landing display case can be robbed when the stairway guard is distracted by a painting (in front of bedroom entrance). This doesn't happen right away, usually, but does last quite awhile. Egg #4 is in the den itself, on a countertop in plain sight. If the stairway guard is out of sight and the patrolman's elsewhere, it can be taken with little effort. Good hiding places in this area? The den has the best ones, like atop the double doors, upper light fixtures, the grandfather clock, etc. Hiding beneath the meeting table works, too. The stairway area isn't as great, having a small table along the balcony for hiding. It's surprisingly good, which is odd, since the light fixture are surprisingly terrible (Corvo'll be spotted without much trouble). � 3F is just the portrait and secret room in the stairwell -- guards don't travel through here normally. � 4F has, like 2F, three guards. - One mostly walks around the stairway area. - One cycles through the stairway area, den, and back rooms. - One cycles through the den, and balcony. Avoiding them isn't that hard, but the stairway guard often stands around near the den entrance. It's possible to peek out, blink and enter, then hide before anyone notices. The final two eggs are in the bedchamber opposite the main desk and the corner antechamber (where the hidden room would be if this had Galvani's mansion layout from the campaign). Assuming one has the six eggs and no other loot, here's a few tips: � 4F: The egg antechamber, bedchamber and bathroom are safe zones that won't be patrolled. The balcony guard often takes long "breaks" outside, meaning the desk area and den (if the stairway door is closed) are reasonably safe for a short while. The den library and bedchamber canopy make for great hiding spots if the going gets tough. Note that the stairway door won't be closed if Corvo opened it himself; if an NPC does, it will be. � 3F: This'll still be clear, although if one was caught earlier and made a loud ruckus, exterior guards (from mansion doorstep) have been known to infiltrate at least this far. Those with perfect stealth don't have to worry about this fate. � 2F: The bedchamber and its creepy, hidden shrine are safe zones. Constant presence in the stairwell means exploration can be a bit annoying, since the "distracted by painting" script doesn't always kick in. (It may be a smart idea to hide in the 1F-2F stairwell until an opportunity arises, if one doesn't just Bend Time instead.) There are hiding places in the 3-ingot safe room, the den (dining table, divider by fireplace) and the back-corridor coin area (under table). � 1F: Same as before. The 1F-2F stairwell is a crappy place to be caught with roving guards, but that won't happen on a perfect stealth playthrough. Some of the best loot in the area is right by the stairwell, thankfully, allowing one extra points before leaving via the kitchen storeroom. By collecting all six eggs first, and having perfect stealth, one can break 30,000 points by collecting about 3000/3500 of the loot. That's just on my descent from 4F, though -- it can change a bit, I suppose. (This took about twenty minutes of careful watching.) EXPERT NOTES ������������ There's several major changes: � Enemy perception is increased and they deal more damage � All supernatural powers (Dark Vision, Blink, etc.) are disabled � The placement of valuables has changed � There are now 16 collectibles to steal � Some doors and chests will be locked; some keys are held by NPCs - 1F front door locked - 2F stairway display chest - 2F safe room (combo #s written by 3F windows; below, through and above) - 2F storeroom chest - 2F guest room chest - 4F closet containing an egg (key on den table) - 4F closet chest (key in upside-down ashtray on same closet's bookshelf) Corvo retains his crossbow ammo (8 normal, 8 sleep) and his mask's zoom-in function. Passive abilities like Agility-boosted jumping is gone with the rest. Other notes: � The usual 6 eggs are still map-marked � Same enemy formations and AI patterns exist � Same general mansion layout exists EMILY'S DOLL ������������ Go up the interior staircase to 3F and find the weird lamp (highlighted in blue with Dark Vision) that denotes a secret entrance. Enter the alcove that it leads to, turn around to find the room's suddenly changed, then proceed to the other end again to find it's changed a third time -- the doll will be here. One may need to take the items (ingot, coins, etc.) that appear here to force the room change. ACHIEVEMENT: RARE COLLECTOR ��������������������������� Find all 16 collectible figurines on Expert. These are small golden statues of the Spymaster that spawn in fixed areas throughout the level. However, unlike normal loot, they only glow when the "grab" icon is over them and don't give extra points. One needn't use a stealthful/point-minded approach when getting these. Their locations: � 1F: bunkroom, on a bunk � 1F: bunkroom, in desk-side locker � 1F: kitchen storeroom; by side entrance, on interior barrel � 1F: kitchen storeroom; in cabinet, behind whale oil � 1F: kitchen by stairwell; cabinet w/ empty bottles on it, in shadowed part � 2F: guest bedroom, on dark table behind bedside divider � 2F: safe room; on crate next to all the Spymaster busts � 2F: storeroom adjacent to safe room, in a desk � 2F: dining room, on floor behind fireplace divider (left side) � 3F: stairwell with Empress painting; floating in-between broken windows � 4F: on stairwell-area bookshelf, near bannister � 4F: upper part of stairwell fireplace (stand on pig head to have clearance) � 4F: on den fireplace mantle, next to Outsider painting � 4F: on top of bookshelf closest to den fireplace � 4F: on washroom sink � 4F: on floor at base of bedchamber cabinet Here's a video link for those having trouble finding the li'l buggers: https://www.youtube.com/watch?v=DqeFkemL0Tk |����\ |�����|�������|___________ | |�\ \| |�|_|��| |��������������| | | ) ) | _ | | KILL CASCADE |============================================= | |_/ /| |_| |__| |______________| |____/ |_____|��|_|�������������� BASIC PREMISE ������������� A race to the final goal with drop assassinations in-between! Foes are marked by colored light pillars, fall damage is disabled and leaving the default path is allowed (in order to find good assassination points). There are no game overs in this challenge -- the timer constantly rolls and falling into the void restarts one at the last foe's platform. SCORING ������� Only drop assassinations give points. The more Corvo does in succession, and the higher they are, the more points one receives. Red-pillar targets are typically the hardest and may have obstacles in the way that prevent clean, fluid jump-blinks to them. NORMAL NOTES ������������ � Light pillars' colors are clues to their meaning. Green means sprinting and falling (no jump/blink), yellow means make an Agility-boosted jump (no blink) and red means sprint, Agility-jump and blink to the target. � If Corvo falls X distance, lands on an enemy in the course of his fall, and continues falling Y distance to the next assassination, the height will be X + Y. Only touching the ground/stopping seems to reset that. Unimportant, but something interesting to note. � There are two major points of interest that allow for high assassinations: - At the 1st yellow target, rather than descending, blink onto the cliff's lip -- there'll be an isolated, overturned boat floating nearby. Doing a drop assassination from this onto the far-off red target will give about 7500 points. - The final red target can 20,000+ points if one tackles it from really high. Generally this means the broken building husk in front of the only tallboy's platform. This is done for the challenge-specific trophy (see below) but is just smart in general. EXPERT NOTES ������������ Extra obstacles are added between some platforms. Examples: - One yellow target has debris overhead with a narrowed gap - Tallboy has a bunch of debris above it, making super high drops harder Fall damage is also enabled, and there are ample chances to succumb in this fashion. Dying from fall damage ends the game, but falling into the void has the same forgiveness as before. If possible, blink into the void before one hits a major obstacle. (Health isn't restored in any fashion by respawning, however.) Even with those additions, the enemies, layout and general strategy remains the same. Many players forego killing EVERY foe in favor of high-risk, high-reward targets. Doing the two major points listed in the "normal notes" section is the basic strategy, since they alone can give enough to break the 30,000-point barrier. EMILY'S DOLL ������������ Right before the final red target in the large shaft. Follow the course as one normally would and stop at the area above the shaft where all the train tracks converge. Off to the upper left is a small structure that looks like a bus stop or guard station. The doll's in there. ACHIEVEMENT: LONG WAY DOWN �������������������������� Perform a drop assassination from 150 meters or higher. Naturally, it's best to do this on the final jump into the Empress' massive pit. However, to get the proper height, one must go outside the course a bit. Continue until the tallboy is slain, and instead of descending, blink to the railway bridge with a skull mark on it. From there, blink into the next bridge along a building. Enter said building, blink to its top-floor ledge, and climb to its highest point. This assassination alone tends to give 18-19K points. |����\ |�����|�������|_________ | |�\ \| |�|_|��| |������������| | | ) ) | _ | | KILL CHAIN |=============================================== | |_/ /| |_| |__| |____________| |____/ |_____|��|_|������������ BASIC PREMISE ������������� As its name suggests, the game encourages players to kill foes in quick succession. The 4-second timer starts only after the first death; before that is time to observe the field and plan accordingly. If a round fails, it's restarted, so there aren't any game overs. (Corvo start with 1 crossbow bolt and bullet, plus Windblast, Blink, Bend Time and Possession powers. Other challenges will give extra ammo) SCORING ������� Points are earned for kills and following the time limit. Spectacular deaths, like air assassinations and group kills, earn extra points. In-between rounds are one-time-only bonus rounds with special objectives (like "kill 3 foes using the street speakers") for extra points. Bonus rounds are optional, however. In general, scoring isn't too hard to deal with. For instance, I once got to 30,000+ points by the third round, even after failing a couple bonus rounds, because multiple bonuses stacked. (I killed one group with an oil tank, then 6 more with another, and sniped the last guy.) NORMAL NOTES ������������ � As mentioned, observe and plan. The enemies are basically time-frozen props and time isn't a factor. Try to put flashy executions (air assassinations) into the routine for extra points. � Deaths of any type count. This includes the old-fashioned shoot-in-the-face strategy, fall damage accidents (Windblast, Possession), stabbing, grenades and oil tanks, � The menu's "restart challenge" option RESETS THE CHALLENGE. Don't get to a high round and accidentally pick that, thinking it'll be a quick reset. � Basic questions players should be asking themselves are "how many foes can I kill in a row just by running around?" and "how many foes do I need to possess to get into position?" Foes that are off on their own can be sniped to start rounds or possessed to make easier for other reasons. The basic "on-foot chain kills" are the easiest ones to do, so the closer foes are together and at the same elevation, the better it'll likely go. � Killing groups can be tackled in several ways. On high platforms, Windblast will kill all of them, saving weapons for others. However, Windblast won't generally cause deaths unless its targets hit walls or some other factor occurs (oil tanks, etc.) BONUS ROUND NOTES ����������������� Bonus rounds occur using the foe positioning from the previous round, so it has the same numbers, just with different weapons/props. This means weapons can be TAKEN AWAY, so long-range tank detonations (for instance) could be a no-go. Examples: � "Kill X characters in Y seconds". Not altogether different from the normal rounds, but the time limit is usually much shorter. Possess foes to get them closer and then use explosions (or regular assassinations) to deal with them. For instance, "kill 3 in 1 second" doesn't mean everyone in 1 second -- the just needs to be 1 second between kills. � "Kill X characters without a physical weapon". Basically, environmental deaths only. Arc pylons, whale tank explosions, Windblasting, Walls of Light and Possession-related falls all count toward this. Always check the weapons given for this challenge in order to avoid wasting mana positioning for naught. EMILY'S DOLL ������������ Mrs. Pilsen is underneath some train tracks in the starting area. Locate the nearest mine cart, then look at the tracks alongside it -- they break at the cliff nearby. Jump down onto the lower cliff and find the lantern-lit cement passage containing the fair maiden. ACHIEVEMENT: TIME MANAGEMENT ���������������������������� Finish Kill Chain or Bend Time Massacre without failing any rounds, including bonus rounds. |����\ |�����|�������|___________ | |�\ \| |�|_|��| |��������������| | | ) ) | _ | | MYSTERY FOE |============================================= | |_/ /| |_| |__| |______________| |____/ |_____|��|_|�������������� _ _________________|H|_______ |������������������| |������������������| | _ _ _ _ E � | | A - Lounge | | E - Music Room | | | | | | |______ | | B - Dining Area | | F - Bedchamber | | | A |�| | A | | | | | C - Storage Room | | G - Kitchens | _| |___|_| |_____| | F [_ | | D - Restroom | | H - Exit Portal | | B___ | A� � | |__________________| |__________________| |_ _____ _ _ |_______| | | | | |D| | | G | Mystery Foe is like a reverse whodunit: | A� | | C |� | ___ | rather than finding a corpse and solving who _| |_ _| | _|_| |C� | did the crime, Corvo's finding clues to his | .________________ |_|_____| foe's whereabouts and creating a victim. It ( ) |H| can be very fun...and very frustrating, as \_/-START � one soon sees. BASIC PREMISE ������������� Corvo must creep throughout a mansion party, find clues to who the mystery foe is, then assassinate them. Clues will reveal the target's sex, clothing color, and whether they're a guest or guard. If Corvo's spotted by guards or guests, they attack and flee, respectively. The game ends successfully when the right target is killed; it fails if the target escapes or an innocent's slain. SCORING ������� Points are earned by finding clues, remaining undetected in various fashions, leaving guards undisturbed and assassinating the proper target. There's a "lucky guess" bonus for killing the target with only 0-3 clues found, which will be necessary to break 20,000 points. Points are lost by killing/KO-ing guards and innocents, being detected and letting bodies be detected. Time can obviously factor into the equation, too, with "very fast" bonuses given NORMAL NOTES ������������ Though the clues and assassin are randomized, there's a few basic tips to this. � The guests' positions are not randomized and they are often positioned in advantageous ways, such as staring at objects (narrows FoV) and not walking around. For instance, the female, masked, blue-clothed guest always stands near a banquet table. Guards, however, DO walk around, so if they're the target, it can complicate matters a bit. � Just play repeatedly to learn the level's layout. The most useful technique to learn is where the rafter-height walkway network goes. Since Corvo gets more points from leaving most NPCs alone, use the rafters to infiltrate rooms quickly. Chandeliers in the perimeter corridor help get around, too. � Corvo starts the level with 2 springrazors and 10 sleep darts, plus several useful powers (Dark Vision, Blink, Bend Time, Possession). Those who want a higher score should consider using Possession to make NPCs enter isolated areas, then stabbing 'em when they're momentarily disoriented. � To unlock Expert mode, one MUST get the "lucky guess" bonus. How does one do this? Collect clues, narrow down the search and kill targets who match the profiling. Part of this is luck, however. Some who want a high score may just want to keep killing the hallway guard who always passes by when a new challenge is started. (For reference, killing a target with no clues, but with ghost/lucky guess/very fast bonuses, and completely unnoticed by other NPCs, gives 26880 points. If one wants to break 30,000+ points, one needs to collect a few clues first while doing the above.) EXPERT NOTES ������������ The same things as above apply, only some clues are now on NPCs' belts, which naturally ups the stealth difficulty. EMILY'S DOLL ������������ Mrs. Pilsen is in the bedchamber. One of the walls near the canopy bed itself is warped to have a rock coming through -- the missus is on said rock. MISCELLANEOUS NOTES ������������������� � Make good use of the rafter-height doorways which allow Corvo to sneak into rooms without having to open the main doors. � The perimeter has many shadowed alcoves, making for a quick retreat or as a body-stashing site. Sometimes, if Corvo's alerted the locals and guards approach while he's inside, they will fight somewhat but won't count as a true "alert," since they can't get past the drapery. Corvo can tranq them, drag them inside and continue like normal. ACHIEVEMENT: NATURAL TALENT ��������������������������� Finish a round of Mystery Foe without using any supernatural powers. Doing a simple stealth-based, guard-removing playthrough can do the trick. Without Dark Vision, though, one must be extra vigilant. |����\ |�����|�������|________ | |�\ \| |�|_|��| |�����������| | | ) ) | _ | | OIL DROP |================================================ | |_/ /| |_| |__| |___________| |____/ |_____|��|_|����������� BASIC PREMISE ������������� This is a shooting gallery. Corvo has a pistol with unlimited ammo and just has to destroy explosive oil tanks. Bonus rounds occur after each normal one, which is sounded by a horn. The game continues until Corvo dies. SCORING ������� In addition to destroying tanks themselves, bonuses are given for general accuracy (shooting often without missing), destroying all tanks in a round, and destroying multiple tanks at once. For instance, a normal tank is 250 points; if one chains it to another, one gets an extra 100 points. NORMAL NOTES ������������ Tanks, outside of the normal white ones, have special effects: � Gold: grants Bend Time (to Corvo) for 2 seconds � Pink: restores 35% of health � Green: grants Dark Vision for 15 seconds � Purple: creates smoke cloud when shot There's little strategy to speak of besides blowing up gold tanks, tactical reloading (ammo is infinite but clip size ain't) and grabbing pink tanks as often as possible. The pistol isn't super accurate in general, so mastering this challenge is an exercise in frustration. Have fun! EMILY'S DOLL ������������ This is hidden in a bush on the tiny starting platform. If one can break a green tank, it'll be highlighted. |����\ |�����|�������|___________ | |�\ \| |�|_|��| |��������������| | | ) ) | _ | | TRAIN RUNNER |============================================= | |_/ /| |_| |__| |______________| |____/ |_____|��|_|�������������� BASIC PREMISE ������������� This is little more than "cross the map to reach the finish line". Of course, there are tons of obstacles in the way, including rotating gears, assassins, weepers, locked gates, overhead structures (like the blocked-off rails) and one's meager mana levels. Oh, and the bottomless pit. Dying in any fashion give a game over. SCORING ������� The scoring is rather simple here, factoring in the overall completion time, health/mana reserves remaining and any minor bonuses (typically "fast" and "very fast"). NORMAL NOTES ������������ The easiest path to three-starring this challenge is by riding on the train itself. Continue through the level until reaching an exterior (gated) stairway by a purple-tinged room. Stand on that gate, hop onto the train, and let it approach the station. When it's almost near, blink onto the tracks and slide (or duck) through the hole at the tracks' end. From there, quickly blink to the exit. EXPERT NOTES ������������ Same as before, except mana is severely limited (only one blink before it has to recharge), assassins are found in select areas (they can use their suction move to waste one's time) and weepers show up, too. Some obstacles are also added, such as preventing one from blinking onto the train. EMILY'S DOLL ������������ A ways into the level, there's a purple-colored room containing a weeper and maybe (after awhile) assassins. A painting hangs above a table here; the doll is on the other, flatter side of the frame, facing the interior corner. ACHIEVEMENT: ASSASSIN VS. MACHINE ��������������������������������� Unlock this by reaching the finish line before the train comes to a halt. The easiest way to do this is by blinking onto the train itself, and that method is listed in the "normal notes" section above. It isn't the ONLY way, of course, but it is the easiest. It's doable on Expert Mode, too, for those who want the extra gallery unlocks. ______ |�| )�)�����|����\____________________________________________________/ DLC2 |_ | (/ /| |�| | |�\ \������������������������������������������������������������ | ( | | | | | ) ) A CAPTAIN OF INDUSTRY [THE KNIFE OF DUNWALL] | (\ \| |_| | |_/ /____________________________________________________________ |_| )_)_____|____/������������������������������������������������������������� The Knife of Dunwall (TKOD) is Dishonored's second add-on, first released on April 16, 2013 for 800 MSP ($9.99 now). The pack follows Daud through three special missions, while adding new locations, powers and bone charms. Progress in TKOD will be transferred to the third add-on, The Brigmore Witches. --- Before the main mission, there's a small prologue portion ("None Like Her") in the form of a blink obstacle course. Meet the Outsider at the palace to learn the name "Delilah". This leads to a pre-mission vendor screen where Daud can call upon his spy network for goods and favors. Favors are special purchases that make the level easier, whether it's finding a safe code scrawled on the wall or a friend of a friend leaving a found rune behind for Daud. There's a trophy for buying all favors. NORMAL ITEMS EQUIPMENT UPGRADES FAVORS � Wristbow Bolt (20) � Wristbow Accuracy (300) � Safe Code (125) � Sleep Dart (30) � Wristbow Range (450) � Stolen Rune (150) � Grenade (70) � Wristbow Reload (450) � Silent Sabotage (100) � Chokedust (50) � Combat Sleep Dart (600) � Piero's Remedy (100) � Bolt Capacity 1 (300) � Sokolov's Elixir (200) � Sleep Dart Capacity 1 (300) -> (600) � Rewire Tool (100) � Grenade Capacity (450) � Chokedust Capacity (450) � Bone Charm Capacity 1 (250) -> (250) -> (250) As usual, the walkthrough will tell how to find all loot. Note that getting all runes in the chapter is impossible without buying the rune-related favor; this will continue through the DLC, even in The Brigmore Witches. It's not necessary to get the safe code or sabotage -- they can still be done without favors, just in a differet manner. Daud's starting abilities: Void Gaze, Blink and Arcane Bond (all LV1). Blink needs no introduction, I'd hope -- it's short-range teleportation, and time stops as Daud aims, something Corvo never got. Void Gaze is almost identical to Corvo's Dark Vision, only it anything the Heart would normally highlight (runes, charms)...but only within range. Arcane Bond shares abilities with his "Summon Assassin" cronies; those doing low-chaos runs can probably skip that. ___________ | N |_____________ |�������������������������| | �����| � | _ I | | � - Rune/Charm | | |_ L _| | | | | # - Water Boundary | |N<-| |<-_ | | J |_ _| | A - Slaughterhouse Row | ___| |�M�| |�K |_| |___|_ _| | B - City Watch Apts. | | |___| |___ | |########## | C - Ritual Chamber | | NH � | | HN� | � | _____ # | D - Safe Building | |_______|_____|_________| ___| | _ | # | E - Break Room | ###| _____ _____ � | |F| | | # | F - Loading Bay | # | � | G | | E | |_| |_| | # | G - Boat Storage | # |__ |_____| |_____| _______| # | H - Killing Floor | # ) _______________ | | # | I - Meat Packing Area | # ( |_____ | | | | # | J - Interrogation Room | # | | | | | | # | K - Locker Room/Canteen | # | | D | _____| | |_| # | L - Bookkeeping Office | ## |_|_____| _________|__|########## | M - Rothwild's Office | #### | |GATE | | | N - Oil Release Valve | | �C | _______| |_________________________| |_____| | | | |_____|_ __________________________________ | ____ | ���������������������������������� | | \__| ROTHWILD SLAUGHTERHOUSE (EXTERIOR) | B� ) | __________________________________ | |_____| | ���������������������������������� | |_ ____| CHARMS : 2 (2/6) | | | RUNES -: 3 (3/5; one unobtainable now) | B | COINS -: 918 (918/2053) | |_____| ) | Billie Lurk, Daud's aide-de-camp, is present / |_ at the start, surveying Slaughterhouse Row, / A �|-START the streets leading up to the factory. She \_____|� gives a free rune at the beginning. The area's first coins are on a mattress, not far from the electric carriage where the worker and butcher's spat is (10/2053). However, the street's got an arc pylon, so maintain high ground -- use the 2F vents, lean out and blink onto the 2F apartment platform the watch officer occupies. Nix him, then grab the coin (15/2053) and wire (25/2053) on the tables. 3F has a roving guard and a locker coin (35/2053). The roofs here can get around the second Watch-inhabited apartment, but that won't be necessary. Instead, blink down to the next street-spanning bridge and knockout the guard carrying a purse (60/2053). The second floor contains below-table herbs (80/2053) and coins on the staircase (90/2053). Eliminate the 1F butcher to freely get the bone charm and remaining loot: countertop herbs (110/2053), a desk pouch (160/2053) and the two coins on the desks below the staircase (170/2053). Power down the arc pylon from the 1F entrance and grab the coins on the crate beside it (180/2053). Next, move into the 2nd apartment's adjacent, corpse- -filled alley. The body by the mattresses has hemlock and coins (205/2053), and the lowest roof opposite it has a wire by its gutter (215/2053). If Daud climbs higher, he can jump onto the next street-spanning roof where a bird's left some feathers (225/2053). Reaching the highest roof overlooking the gate has Billie mention a stranger in a boat, watching the place... Hmm... From the upper walkways, blink into the red-tinted "ritual chamber" area along the factory's main gate. In addition to two 10-piece coins scattered around (245/2053), there's a note from Granny Rags. Her cryptic mutterings result in an optional objective which, when completed, create a rune. Daud can't do it now, however -- it'll probably be the last one obtained. Not a bad idea to eliminate the door guard and the butcher walking near the dumpsters; there's whale oil (275/2053) on the cart near the latter. Bypass the gate through Granny's place -- or most places on the gate wall -- to bypass into the main yard. The former works best, since it's adjacent to the gate office, accessible from the riverside balcony. The watchman inside has a 50-piece pouch (325/2053) and the table has a coin, too (335/2053). The safe's contents can't be opened right now, although if Daud purchased the related favor, its location is marked. � The weirdo in the rowboat Billie mentioned is adjacent to the gate office, and Daud can go meet him. He reveals that Abigail Ames, a mole for a rival company, knows all about the Delilah. More importantly, he mentions she'll give a reward for assistance (to get all coins in the level, it must be received). If the front gate foes are removed, and so is the guy in the gate building, it just leaves one watchman patrolling the area (maybe a butcher if one finds him early enough, but he doesn't return). The main descending route will lead to the main entrance and its alarm; be sure to get the coins sitting on the ground before the first corner (345/2053). They're on some rocks. The guard always walking near the main entrance has a small sum (370/2053), and the sheltered area by the alarm has whale oil (400/2053). The nearest building is the break room, patrolled by one moneyless guard. What he lacks, the lounge makes up for: hemlock in the locker (420/2053), and two coins on the mattress and table crate, respectively (435/2053). Additionally, Daud can get the laborer lockup key from the wall, free arc mines on a table, and arc amplifier blueprints on the main table. Before bothering with the other buildings, let's clear out the area between there and the loading bay docks. The electric carriage nearby has a few coins below its chassis (445/2053), and the filling station behind it has oil on its console (475/2053). Once one eliminates the knife-wielding butchers on the docks, Daud can snag the lower table's coins (482/2053) and the pearl on the harbor's broken cement pylon, one blink away (507/2053). � If Daud didn't buy the safe-related favor, he can find a scrap of paper in a pouch (under loading bay boat, riverbed) that reveals the combination. If the combination was purchased, the note will be written on a wall behind the boat storage building -- break the wooden pallet to uncover it. The reward is an ingot (607/2053) and mine refinement blueprints. If the safe favor was purchased, there'll be a time card in there, too. � Above the main entrance is a small balcony, blink-accessible from the side structure. There's a rune up here, plus (if done before entering) a convo with Billie mentioning the laborer lockup, and how the wronged workers'd probably assist Daud...if he freed 'em. Continue the loot run by the break room. Between that and the boat storage building is a piece of wire (617/2053). It's not a bad idea to get rid of any remaining guards at this point: there's two butchers who patrol near the arc pylon and the laborer lockup, plus another watchman on the building sidewalk, if he wasn't removed earlier. Laborer lockup is between the front gate area and the boat storage, slightly under the cliff. A nearby oil tower has a canister beneath it (647/2053) and the metal half-pipe on its side has a pearl inside (672/2053). Proceed to the jail cell and get the table's coin (677/2053), plus the console's upper wire (687/2053) and the remaining coin (692/2053). Corvo can blink over the rail to enter, or unlock the main door for the workers. Doing the latter, and informing the worker the front gate's WoL is down, earns a time card. Next, the boat storage building, i.e. where the arc pylon plugs into. Daud can disable the sucker by taking one of the butchers' keys; a duplicate can be found in the boat storage's upper rowboat as well. With the nuisance down, there's the locker's items: a coin in one locker, a pouch in the other, plus another coin on the life preserver stack -- 111 in all (803/2053). The boat next to the one with the key contains a small pearl also (828/2053). All that's left is the miscellaneous coins of the arc pylon area. There's two fivers near the sewer control lever (838/2053), herbs in the rowboat near there (858/2053), and wire by the dock's cable spools (868/2053). Underneath the riverside tower is yet another pearl (893/2053), plus a coin by the bench not far from the dead whale (903/2053). Finally, there's a wire/coin twofer on top of the riverside tower (918/2053). With the area looted, players can decide how to infiltrate. There's three possible ways: � MAIN ENTRANCE: Next to the break building. Daud will need a time card to get in, either from the gatehouse's safe or the incarcerated worker. It's possible to blink over the lockup's rails and steal the card from its owner, but this makes them hostile-ish and they'll yell for the guards. � SEWERS: Once the dock arc pylon is disabled, hit the switch on the console next to it -- this lowers the grate underneath the area. Hop in the water and voila! There may or may not be a rat swarm inside. There's a bone charm inside, so even if one's choosing another way, it's not a bad idea to get this far. � LOADING BAY: The docks closest to the main entrance have a workable crane, though it's out of juice. Get an empty cannister (like by carriage), fill it at the rail-side station, then plug 'er in. Operate the red-tinted panel to move the crane's chain, leading to the upper entrance. The main entrance and loading bay enter into the same room, while the sewers put Corvo on the opposite side of the building. For ease of progression, the walkthrough will assume one of the former methods were taken. (Those looking to speed through, however, will want to take the sewers, since it puts Daud close to Rothwild's Office.) __________________________________ ���������������������������������� ROTHWILD SLAUGHTERHOUSE (INTERIOR) __________________________________ ���������������������������������� CHARMS : 4 (6/6) RUNES -: 2 (5/5) COINS -: 1135 (2053/2053) ** NOTE ** Butcher saws are worth 20 coins apiece, but don't count toward the overall statistics. They can be ignored if one chooses. The main entrance/loading bay's first area is part of the meat-packing wing. After Billie checks in, blink to the top of the room and get the hidden rune by the corpse. The lower level has two butchers; one holds a bonesaw that can be a mean melee weapon or a projectile-spitting annoyance. It's always best to avoid direct confrontation with these guys. There's three more butchers in the back hallways, next to the meat locker repurposed as an interrogation room. One of the crate stacks at the entrance has ore on it (938/2053) while a roof beam above the cutting tables has wire (948/2053). Proceed past this area's conveyor belt to the first killing floor, with a whale carcass and its carvers already present. With the residents removed, Daud can get all the goodies: oil on a countertop (978/2053), ore on the grenade table (998/2053), and wire on a cabinet (1008/2053). Next to the carcass is an empty platform; underneath is a console with whale oil and, under the gears themselves, more wire (1048/2053). Be sure to get the bone charm in this area, too. Raiding the 1F locker room next to the killing floor should give two pouches, oil, and (under the sink) tyvian ore -- 85 total (1133/2053). Additionally, there's a bone charm hidden in one of the shower stalls, atop an apparatus. Visiting the 2F canteen directly above the locker room earns oil on a table (1163/2053), though there's two butchers to deal with first. The locker room leads into, and the canteen overlooks, the processing area -- a 1F series of walkways, in a square, that contains several oil tanks. It connects to the meat-packing area, too. The maintenance area at the beginning has wire on hallway planks (1173/2053), while the equipment cage contains oil and wire (1213/2053). Descending into the maintenance tunnels leads to a li'l overflow chamber, containing ore under the pipe cover (1233/2053) and, if the related favor was purchased, a rune. Return to the 1F processing area and find the row of tanks, often guarded by a saw-carrier. There's three pieces of wire to get here: one on a high beam near the stairway, one at the shadowed base of a tank, one on a crate along the walkway (1263/2053). The other stairway leads up toward the bookkeeping office -- currently locked -- and the second killing floor. Eliminate the door guard, then loot the workbench (1283/2053) and wire next to a console (1293/2053). There's also a locker holding more ore and wire (1323/2053), and if one ventures into the 1F dead-end chamber between the killing floors, more wire! (1333/2053). Visit the second killing floor and eliminate its three butchers. Those who want a clean "bodies found" statistic will want to hide them well (like the pipes below the whale) for later. The lower consoles have sleep darts, an elixir and ore (1353/2053); in the back, near the whale's tail end, is a console with oil (1383/2053) and a covered crate's wire (1393/2053). There's also wire near the shuttered door (1403/2053) and a rune by the electrode plug-in. ** NOTE ** Those wanting to get all runes should put find two more tanks and put 'em in the whale's electrode machine. That's enough voltage to safely euthanize it, allowing Daud to take its remaining eye for Granny's recipe. Finally, it's time to go meet Rothwild himself. Corvo can blink into his office in the whale harvesting room or go back to the processing passages, using the mid-level pipes to get around the locked front door. Either way, enter the accounting offices to find Bundry and Abigail's spat. Corvo has three options for proceeding. � INTERROGATE BUNDRY: Knock him out, take him to the interrogation room and fry him until he gives up the dirt on Barrister Timsh and Delilah. He can then be killed, left or prepared for transport. The latter route is the fun nonlethal method -- simply carry Bundry to the open crate in the first room (where the main entrance and loading bay meet). � INTERROGATE ABIGAIL: Knock Bundry and Abigail out, then use the shock treatment method on her instead. It gives up the same dirt, although she can't be shipped off. � CONSPIRE WITH ABIGAIL: Knock Bundry out and strike a deal with Abigail to destroy the factory. Daud will have to use his newly-received Valve Wrench at 4 specially marked locations: two tanks in the processing area, one in each killing floor. A few butchers will have respawned in the meantime, as normally happens. This method earns a 500-coin reward from Abigail when completed (1903/2053), although if Bundry is left in the accounting office with her, he ends up having a screwdriver accident. ** NOTE ** Conspiring with Abigail is required to get a bone charm in "The Brigmore Witches" DLC, if one plans on playing that eventually. This isn't crucially important, but it does prevent one from getting all charms in that particular level. (Abigail must also survive for it to count -- don't forget!) Note that Daud can reveal himself to Bundry, but he'll eventually run off to the nearest killing floor, shouting for backup. Abigail is never hostile from the get-go, however. In any case, the accounting office holds two 25-coin pouches (1953/2053) and the "injury report code" on a desk is really the safe password for Bundry's office. The reward: an ingot (2053/2053) and bone charm. After exiting the building in any preferred manner, the goal will be finding Billie Lurk. She's currently being accosted by three overseers in the Row's corpse alley, not far from the main gate. Nonlethal types can tranq the trio from the alley's entrance (lean into shooting range for best effect), or use the upper area for a spectacular ambush. Either way, meet Billie on the high roof, follow her back to the starting point and choose to leave. However, the final rune still awaits at Granny's ritual chamber: ** RUNE RITUAL ** With the whale's eye obtained in the interior harvesting room, put it in the pot. The second and final step is locating a weeper (there's one in the alley where the overseers were, and another under the loading bay docks) to toss in the magic circle. Doing so creates the sixth rune. Okay, NOW it's time to leave. SPECIAL OBJECTIVE OVERVIEW �������������������������� � Freed the detained laborers � Looted the watch officer's safe � Put down the captive whale � Shipped Bundry Rothwild to a remote island � Destroyed the Rothwild Slaughterhouse � Completed the Granny Rags recipe |�| )�)�����|����\_____________________________________________________________ | (/ /| |�| | |�\ \������������������������������������������������������������ | ( | | | | | ) ) EMINENT DOMAIN [THE KNIFE OF DUNWALL] | (\ \| |_| | |_/ /____________________________________________________________ |_| )_)_____|____/������������������������������������������������������������� NORMAL ITEMS EQUIPMENT UPGRADES FAVORS � none � Explosive Bolt Capacity 1 (450) � Rune Drop-off (150) � Explosive Bolt Capacity 2 (600) � Whale Oil Delivery (100) � Arc Mine Capacity (450) � Stun Mine Capacity (450) � Stun Mine Extra Charge (600) � Arc Mine Extra Charge (600) If one got all the blueprints in the previous mission, there'll be a bunch more upgrades to get. (Note that the "Stun Mine Extra Charge" may not appear until one is purchased in the store.) As before, Daud must purchase the rune favor in order to get all runes in the ensuing level. The whale oil delivery favor is almost entirely pointless, however, so don't buy it. _____ _ _____ _____######### | | | | | | _ __# |_____| � | | |_| �| | | |_____|_____|_____| |����� _| |H ___________ D ___ |_____ | |_____| | | | | | | | | | | | |_____| |___| E | | ( K ) |_____| | | � | |_ _|_ _| |\___/ | I� |_____| | | |___ |_ |�| | <- L |_____| | |___| | �G|___ | | | �����| | | F | |___| | | | _ _ |_____|_____| | |_____| B | _ |_| | � � | | | |____ |___ ___| | |___ | | �M� | | J � | \ C( | |_ ) |___|#### | |_ _| |_____|_____| ) \__| _|__/ |� | # |_______|_| | __________ A �|_| # |_| \ _|_ # ) | | # |�����������������������|������������������������| | |___| # | � - Rune/Charm | G - Ritual Chamber | | |___ # | # - Water Boundary | H - Pudding Street | | | | # | A - Bloodox Way | I - Roland's Apartment | |___ | # | B - Treavor's Close | J - Apartment 10 | | |�| # | C - Lackrow Boulevard | K - Whaler Outpost | | | # | D - Smoke Street | L - Legal Plaza | START ) ) ) # | E - The Black Friar | M - Timsh Law Offices | _\_/ /_/ # | F - Watch Apartment |________________________| |____/ # |_______________________| ####### _________________________ ������������������������� LEGAL DISTRICT WATERFRONT _________________________ ������������������������� Charms : 2 (2/5) Runes -: 2 (2/7) Coins -: 762 (762/3169) Daud starts in a waterfront canal with Billie, who eliminates a guard down the way. The goal is to meet Thalia Timsh in Treaver's Close, an alley a bit further in. For now, get the rowboat's wire (10/3169) and the coin on the canal's opposite-side debris pile (15/3169). Near the stairway is a larger boat docked; it has a coin inside and, on the crate opposite it, there's one more (25/3169). The stairway leads to a small landing containing two guards. Once they're gone, get crate's wire (35/3169) and the coin by the stairway (40/3169) that goes up to street level. Right as Daud does, on his right side is a small bus stop -- it looks like a two-door guard post, honestly -- that contains a lone coin (45/3169). The dumpster across the street has another (50/3169). Bloodox Way begins at the crossroads and continues through the wall of light. There's still a few things to collect here now, once the three or so guards are nixed; there's one beyond the wall of light who often ventures into range, too. If Daud bought the rune favor, it'll be along the low waterside near the broken bridge. First, there's wire on the low-roofed building near the bus stop (60/3169), tyvian ore on the broken waterfront bridge supports (80/3169) and a coin in the guard booth (90/3169). Daud can stand on the booth's roof and do a midair blink onto the wall of light archway, where an easily missable coin rests (95/3169). Blink down to street level and get the coin behind the crate stack in the spotlight's sights (96/3169). Treaver's Close, a dank alleyway, is accessible from the right-hand stairway. Daud will find Thalia being harassed by a Hatter (local gangmember), though she holds her own in amusing fashion. Note there's two more Hatters hiding on the low roof near there, so those wanting to do a no-alerts run will want to tranq from afar. Eliminate the rabble and get info from Thalia: she wants her uncle out of the picture, plus his mother's will. She'll despawn from the area after awhile, and needn't be protected further. Get the remaining coins here: one on the ground by the "Treaver's Close" sign, one in the flipped rowboat, and third in the dead end past the dumpster -- 16 total (112/3169). Bloodox Way runs smack dab into Lackrow Boulevard, the area's main street, which runs all the way to Smoke Street. In the process, it goes by a small Watch-patrolled square, an Outsider shrine apartment, and a Hatter-controlled almshouse. Hatters don't patrol the streets however, so things become easier once Daud gets rid of the 5-6 outdoor patrolmen (not counting the Smoke St. gate guards). They can be baited into killing the Hatters by destroying the boarded-up alley barricade, note. Either way, the walkthrough assumes the streets are all clear. Near where Lackrow meets Bloodox Way, there's a refuse cart containing a coin (117/3169), and another tipped cart in the middle of Lackrow further up; it holds similar loot (118/3169). The Outsider shrine apartment is accessed via a 2F balcony on the side of Lackrow opposite the Watch apartment. There's a coin on said overlook (123/3169), but the real loot is the bone charm inside. There's also a note relating to a Granny Rags recipe, whose completion earns the chapter's final coin. Visit the small square in front of the Watch apartment. Both cabinets set against the buildings contain a prize (coin/wire) and there's whale oil on the stove -- a 50-coin haul total (173/3169). Move into the Watch Apartment by the alarm next. There's usually at least 2-3 foes here spread out among the floors; only the 1F guy tends to actually leave, albeit temporarily. The first floor has two pouches for 45 coins (218/3169) and oil under the stairs for another 30 (248/3169). The next two floors have only one find per: 2F has powdered crystal in a bedroom locker (278/3169), 3F has whale oil on a shelf (308/3169). 4F comes through: a stairwell desk coin (313/3169), shelf wire (323/3169), a desk pouch (348/3169), crystal in the bathroom (378/3169), and two ingots in the surprisingly unlocked safe (578/3169). The upper rooftops have goodies as well. From the 4F balcony, climbing higher to the adjacent building (via ducts) can put him onto a high balcony -- it has shelf oil for the trouble (608/3169). Meanwhile, if one exits the Watch apartment via the 4F window, Daud can get into the lone officer's lookout spot, which has 3 coins on a desk (611/3169). Finally, Daud can simply run to the opposite rooftop and climb higher up to the bone charm's chamber. A bit of powdered crystal's there, too (641/3169). Anyway, the Legal District entrance on Smoke Street is always locked, but Daud's chaos levels determine the key's location. (Trying the exit without the key adds the objective.) � HIGH CHAOS: Watch Apartment's 4F. � LOW CHAOS: Black Friar Almshouse (2F) on opposite side of Lackrow, in the same room containing the dead Hatter Chauncey. The Friar's front door is locked however, so Daud will have to infiltrate from the upper balcony or via the back alley (either by blinking over the wooden barricade area or the Treaver's Alley roof path). In all cases, the Hatters will be hostile. There's not much loot-wise. The back alley has 25 coins on a stairway railing (666/3169) along with the main door's key, and there's another coin under the 1F stairwell (671/3169). 2F has oil near a cabinet (701/3169) and the 3F's hallway has one coin in the cubby hole (702/3169). Finally, the section can end with Smoke Street itself, which is basically the end of Lackrow Boulevard to where it hits the exit gate. Near the corner of the two routes, there's a cement platform with whale oil (732/3169), near the climbable chain that leads down to the waterfront rune area. The final loot, some whale oil (762/3169), is in the street-ending guard booth. __________________ ������������������ THE LEGAL DISTRICT __________________ ������������������ Charms : 3 (5/5) Runes -: 5 (7/7) Coins -: 2407 (3169/3169) Smoke Street ends on Pudding Street, which is blocked by a wall of light and its two guardsman, one of whom carries a pouch (787/3169). Once Daud unplugs the barrier from the isolated stoop above, he can get the wire on the crate nearby (797/3169) as well. The 2F balcony above said crate contains a coin as well (807/3169). The other copper carries a key to the next-door apartment where Roland, a local noble, has been locked up. He reveals his desire for Barrister Timsh to meet the fate of his victims, mentioning his apartment has more details on the plot. Jump into the broken 2F tier and get the bone charm and feathers (817/3169) before leaving. Hop over Smoke Street to reach the rooftop path leading into Roland's digs. Besides the mattress pouch (837/3169), there's notes on the plot, a key to Apartment 10 down the block, and fake eviction papers for the good barrister. Be sure to get the rune behind the fireplace painting! From Roland's balcony, Daud can leapfrog a few apartments down, until reaching Apt. 10 alongside Timsh's estate. (Be mindful of an upper guard who may be lazing on the patio and can see intruders easily.) Inside the destination, get the coins on the cabinet (839/3169) and, if in a nonlethal mind, grab the key item "odorous sack" on a mattress. The flat's second half is blocked by a suspicious cabinet, which reveals an Outsider shrine (with bone charm) in the dining room. There's also an alternate exit onto Lackrow Boulevard, requiring the Apartment 10 key to use. It can be ignored for now. For now, get down to the Legal Plaza -- that is, the area between Pudding Street and the office interior, where all the guards are patrolling. Two of the guards here carry 25-coin purses (889/3169), and there's wire and coins in the respective guard booths, 30 total (919/3169). Daud can clean out this area by gettings under a railing crate stack (930/3169) and the wire on the walkway crate stack behind the building, near the back entrance (940/3169). � When one entered the Legal District, Billie mentioned doing recon work in this area. Daud can find the fruits of her labor by climbing the building directly opposite Timsh's estate, near the billboard. There's a supply cache here, not to mention Timsh himself will often walk onto the veranda, giving a special opportunity to snipe him (Billie's reaction changes based on the lethality). Those doing the nonlethal route as per Roland's method will want to skip the shooting portion, however, and just take the basement key collected. There's another in a guard booth below, too, for reference. It makes sense to clean this place out floor by floor, so let's start with the basement -- easily accessed from the shadowed back alley. Eliminate the lone maid and prepare for loot! The storage area has a couch pouch (960/3169), oil on a barrel (990/3169), oil and wire by the bone charm (1030/3169) and coins within the air circulator (1041/3169). The candlelit table also has a coin on it (1051/3169). � NOTE: Putting the bag in the air circulator IMMEDIATELY starts the arrival of General Turnbull. Naturally, it's much easier to do this part without a bunch of extra NPCs hanging around, so save this for later. The kitchen contains two herb canisters (1091/3169) and coins scattered on a table (1106/3169). Creep upstairs to the 1F foyer, finding two talkative lawyers, each carrying 75 coins between them (1181/3169). Be mindful of the 2F overlook guard while creeping around here, since he's got a good view of any overt actions. This means saving the foyer's hound statue (1281/3169) for later, or at least until 2F is cleared. Each side of the foyer has an office. The one nearest the B1 stairway has a pouch (1306/3169) and leads into the archives, which has another cabinet with feathers and a pouch (1336/3169). The will Daud needs to steal is here, but it requires Timsh's personal key to snag...shucks. Looting the Thompson's office on the opposite side gives a pouch and coin (1371/3169), and holds the 72-card Nancy deck. If Daud read Granny's recipe in the Lackrow Boulevard ritual room, he can take "The World" from it for later. The hallway cabinet near the restroom has oil (1401/3169), the last loot on this floor. When the overlook guard isn't watching, creep onto the hall opposite him and get the table's coins (1407/3169). This leads into the fireplace library; a single coin (1408/3169) is on the floor in front of a bookcase. The adjacent library is more fruitful, holding a cigarette box (1508/3169). Hide bodies well, like behind the sitting area screen, so that when one opens the door to cue the maid/guard dialogue, they don't immediately spot it. Let the maid go off, get the sentry's purse (1518/3169), then the coin underneath the stair (1528/3169). NOTE: Hiding bodies under the stair is a good idea, since a big stack of them will eventually despawn the others. Alright, up to 3F, which is just the Barrister's personal office. He's in a meeting with his guard, but it techically doesn't start until Daud draws near. Use this to fact to get rid of a guard/maid or two, and snag coins on the fancy bureau (1538/3169). The reason for this is, after Timsh's speech, he'll retire to his room. Captain Blossom is scripted to follow him at all times, making nonlethal playthroughs a bit more annoying. The exception is immediately after Timsh leaves the office; Blossom will hang around shortly before remembering his duty, running off after Timsh. If a player can nix him and the other patrolman silently, things are much easier. There's 150 coins spread out between the two (1688/3169). Timsh will hang around upstairs for awhile, letting Daud neatly ransack his stuff. There's a war medal (1788/3169) and display case urn (1938/3169) here, plus a pouch in the dumbwaiter antechamber's cabinet (1963/3169). If Timsh's key was looted before he went upstairs, one can snag the locked chest's rune and ingot (2063/3169) as well. If not, time to head upstairs, although one should get the oil beneath the Tyvia ship painting (2093/3169) first. 4F is the Barrister's personal quarters, and unlike some key targets in the past, he is hostile if Daud appears. Get the stairway's display case whale statue (2243/3169), the coin on his bathroom sink (2244/3169), and the cameo in Delilah's painting studio (2344/3169). If Daud "speaks" to the statue, it triggers a special trophy; there's a rune here, too. If one can sneak around in the area Timsh usually occupies, there's an urn on the dining room's fireplace (2444/3169) and a fancy cigarette case (2544/3169) on the drawer as well. Timsh's bedroom holds only a simple desk pouch (2569/3169). That's all the current loot. Players can now decide how they want to proceed in the game. � NONLETHAL: Place the "odorous sack" from Apartment 10 into the basement's air circulator -- this will start the general's arrival outside the plaza. If Timsh's papers were switched with the ones in Roland's apartment, he will end up fainting, while the general goes to leave. If not, the two will simply idle outside the premises, thanks to the smell. � LETHAL: Kill the Timsh from anywhere. However, to get the will for Thalia, one must loot his papers, so close-range assassinations make more sense. If Timsh is slain, the general still arrives. Turnbull carries a 100-coin pouch (2669/3169), but leaves if Timsh gives him the wrong papers, so be prepared for a tactical blink (Bend Time?) for it. The only remaining thing in the area is finishing Granny Rags' rune recipe. If Daud obtained "The World" from the downstairs deck, take it to the shrine in Apartment 10, bleed on it, then burn it in Timsh's 4F fireplace. Voila! All that's left is returning to Thalia near the waterfront's sewer entrance, earning payment for a job well done (3169/3169). It's possible three Rothwild butchers will appear on the street before this, however, depending on how one handled Bundry in the previous mission. They're no-shows if Bundry got a trip to some remote island, however. Find Billie in the sewer to exit. SPECIAL OBJECTIVE OVERVIEW �������������������������� Turnbull always appears, but Timsh can't be arrested AND sniped. The Delilah in question is the statue in the top-floor studio. � Sniped Timsh with Billie Lurk watching � Spoke with "Delilah" � Had Barrister Timsh arrested � Killed General Turnbull � Raided all of Timsh's chests � Completed Granny Rags' recipe |�| )�)�����|����\_____________________________________________________________ | (/ /| |�| | |�\ \������������������������������������������������������������ | ( | | | | | ) ) THE SURGE [THE KNIFE OF DUNWALL] | (\ \| |_| | |_/ /____________________________________________________________ |_| )_)_____|____/������������������������������������������������������������� NORMAL ITEMS EQUIPMENT UPGRADES FAVORS � none � Improved Armor (450) � none This is a reasonably short level that takes place in Daud's base, in the Flooded District's Central Rudshore area. Since it was already visited in the campaign, a map shouldn't be necessary -- it's almost the exact same layout, sans the water on Upon return, Daud's informed that overseers have attacked in his absence, capturing several of his allies. Overseer Hume, the raid leader, awaits in the boss' chamber. The plan is to free the assassins in order to foil this no-knock attack. There's four locations containing a person to free, though they may not all appear on the map simultaneously. An assassin is freed when Daud cuts the hand restraints. � Inside Daud's base, in the training room with the big spotlight. There's three guards (including an instrument-carrier) but the assassin's life isn't on a timer. However, he can be killed by any thrown grenades, so be careful if they're spooked. � The ruined building behind the main base has an assassin on the top floor, guarded by five overseers (3 on top, 2 below). Only one has a magic-jammer accordion, however. It's possible to take out 2-3 of them before initiating the interrogation dialogue, which culminates in the captive's death. Bend Time (or a stealthy spot far away, like the base balcony) can eliminate the rest in short order. � Close to Central Rudshore's entrance, on the lower dirt area. The assassin isn't in any mortal danger, and there's only two guards on watch. However, several other overseers patrol the area, so any ruckus is liable to bring their aid. � Close to Central Rudshore's entrance, in the alleyway. There's three guards here, one who is scripted to blow up the captive when the dialogue ends. Those doing no-alert runs need only tranq him before then and hide; the others won't retaliate against the assassin. Also, instead of starting the showdown portion from the lower alley, try using the rooftops above them, which provides clearer trajectories. Nonlethal players should be careful where they stash bodies. The lower road has a few places where rat swarms gather, and they can ruin a no-kill run without much effort. Same goes for overseers who were previously damaged and encounter the swarms on their own. (Since they call allies to help fight rats, they often win if they arrive at full health.) Note that there's a special trophy for performing a drop assassination from atop the Jessamine statue, on the building's fa�ade. A patrolman will walk near there on occasion, but Daud may have to fire a bolt (etc.) to make them stop and investigate there. Bend Time can help, but isn't needed. As far as loot goes, there's no coins, only runes and charms. � CHARM 1/3: in base training room, on desk � CHARM 2/3: backyard area, locked mid-tier cabinet � CHARM 3/3: in front of base, held by dead assassin on ramshackle walkway � RUNE 1/2 : Temporary Overseer headquarters, opposite main base entrance � RUNE 2/2 : in Daud's base office, locked chest next to his bed WHEN ALL ASSASSINS ARE DEALT WITH... ������������������������������������ ...let's go meet with Overseer Hume! The bank cubicles around Daud's office have three guards in them, while the office itself has 5 (including Hume). Daud can actually pick all of them off as they either walk in-between the two areas (both organ grinders do) or as they drift onto the bedroom balcony, out of Hume's sights. A stealthy person can pare the ranks down to just the leader. Unlike the main campaign's meeting with Daud, Hume has no special AI if one is revealed -- he simply goes aggro like the other overseers. He doesn't patrol the premises either, meaning nonlethal players can simply blink behind him for a KO, among other options. Even if one pickpockets his plans, though, he still needs to be dealt with. No "leave him be to send a message" option like last time one visited Central Rudshore. WHEN HUME IS DEALT WITH... �������������������������� Acquiring his pouch destination-marks the overseers' temporary headquarters in the building across from the base. Daud'll have to go there and look at their assault plans. (If this was done earlier, one needn't do it again). Finish up by meeting with Billie near the base's front. One can order the remaining oversers to be captured or killed -- low and high chaos actions, respectively. (This ends any hostilities with remaining overseers, should there be any still on patrol.) Regroup in front of the base after. At this point, a fellow assassin is revealed as a traitor. The final steps are chaos-related. � HIGH CHAOS: The assassin isn't contrite and must be fought, though after, Daud can choose whether to spare/execute his opponent. Compared to normal foes, the betrayer has boosted health and a few immunities (sleep poison, fire, parry instakills), plus some other assassin powers (blinking). In short, it's a battle of attrition, so hopefully Daud has some potions on hand. � LOW CHAOS: Daud has the option to spare the assassin or do an execution from the get-go. No ending fight occurs. This ends the DLC. Any trophies of note trigger at this time. SPECIAL OBJECTIVE OVERVIEW �������������������������� Only one traitor-related part can be done. � Rescued all your assassins � Eliminated all overseers armed with music boxes � Killed the traitor � Spared the traitor ____________________________ THE BRIGMORE WITCHES [DLC3] \______________________|�������|����\|�| |�|_______ ������������������������������������������������������| |��| |�) | | | |������� 01) A STAY OF EXECUTION FOR LIZZY | | | |( (| |�| | [TBW1] ______________________________________________________| |__| |_) ) |_______ ������������������������������������������������������|_|��|____/|_/�\_|������� The Brigmore Witches (TBW) is the third and final add-on for Dishonored, and was released August 13, 2013 for 800 MSP (now $9.99). It finishes the Daud's redemptive tale as he searches for his mystery woman. TBW adds in a new power (TKOD powers carry over) and debuts "corrupted charms," special bone charms that give great effects in exchange for a drawback. Starting a new game will search for any finished "Knife of Dunwall" saves. If any are found, one can start TBW at the finished save's chaos level (low, high) and with retained powers/equipment/coins. Starting TBW in this way is wholly optional, however. PROLOGUE CHAPTER: "CHOOSING YOUR MARK" �������������������������������������� Before the real missions begin, Daud has a short dream sequence where he fights Corvo. The outcome is pointless, although there's a hidden trophy if Daud manages to win. (Winning is only possible in low chaos, however.) When the boss comes to, he'll be in his base -- for real this time. The chest at the foot of his bed contains 2 ingots and a corrupted charm. If Daud spared the traitor at the end of "The Knife of Dunwall," there'll be an extra note in there regarding his generosity. There's 2 more ingots in the locker in the main office below, along with blueprints for Improved Armor and Boot Stealth. The remaining coins are in two pouches: one under a bench in the hallway, another on a desk in the far office. That's 500 total. � If "The Knife of Dunwall" was finished in high chaos, the corrupted charm will be on a hallway shrine instead. Both can't exist at the same time. To continue, speak with Thomas, the assassin waiting for Daud. He'll mention infamous pirate Lizzy Stride has been stuck in Coldridge -- busting her out will be the perfect chance to force a favor. _________________________ ������������������������� COLDRIDGE PRISON OVERVIEW _________________________ ������������������������� NORMAL ITEMS FAVORS UPGRADES � Wristbow Bolt (20) � Overseer Daud (100) � The same ones from � Explosive Bolt (20) � Misplaced Rune (200) "Knife of Dunwall" � Bullet (30) � Forged Requisition (100) appear here, plus � Sleep Dart (30) Improved Armor and � Arc Mine (50) Boot Stealth (450 � Stun Mine (50) per) if those plans � Grenade (70) were taken. � Chokedust (50) � Piero's Remedy (100) � Sokolov's Elixir (200) � Rewire Tool (100) Not much has changed since the Knife of Dunwall DLC, with most of the older upgrades and all regular items on sale. As far as favors go, the benefits of another rune are obvious, and the overseer disguise can be very helpful for low-chaos playthroughs. The forged requisition _____ | | |�����������������������| | F� | | � - Rune/Charm | _|_ _|_________ | A - Starting Area | ####| _ | | B - Main Entrance | # |___| _|_ I | | C - Execution Grounds | # |� | | | D - Arc Pylon Area | # | | ___| | E - Main Courtyard | # | E | | H | | F - Interrogation Rm. | | | | | |___| | G - Cell Control Room | ___| | | | |_ | | | H - Guardpost | | _ | |_|_ |___| | | I - Lizzy's Cellblock | | |_|_| | I� | |_______________________| | G| | |���|_______| ��� | D | _______| |_ | PART 1: GETTING IN | ___ | | | ������������������ | |___| | | If Daud purchased the disguise favor, he'll | | |___| start on the prison's bridge in full regalia. | �C ___| He's considered a friendly to all guards and | | | | can go through all authorized areas -- between |_______| ___| the interrogation room and the entrance -- | | _ B | | without interference. If witnessed committing | | �| | | a crime or a suspicious act, the jig is up! | ->| |-> | Those who didn't purchase the favor begin at |_ ___| |___| the lower sewer entrance instead, and will |A| | A | have to climb up the cliff face. Speaking of cliff faces, the misplaced rune -- if its favor was purchased -- spawns at the muddy bottom, near the broken stairway. Regardless of how the level begins, all outdoor areas have that annoying power-preventing overseer music. The guard just inside the main gate carries the first pouch (50/1655), and can be nabbed on any chaos level, though a disguise helps. � Unlike Corvo, Daud can visit the Execution Yard, an off-limits area. It's accessible by the cliff area (there'll be a concrete "ladder" where the concertina wire ends) and the interior door, but the best way is the pipes above its main entrance. The latter allows Daud to slip in and slip out with nary a peep. Entering the yard begins the scripted execution of chaps who helped Corvo. If Daud saves the officer from death, he'll hide nearby and reveal Lizzy Stride's cell number. (The scripted gunfire won't alert anyone, but this is considered an outdoor area, so powers still don't work. Try tranqing the two guards from atop the pipes. Note that interfering with one, even if silent, will alert the other.) Furthermore, there's a bone charm under the execution platform, and two pouches, one on a guard and a second on a viewing area seat -- 75 total (125/1655). Back on the main path, one can see the reception area now has an arc pylon, though it's thankfully deactivated. As a disguised Daud comments, the machine will see his true colors well enough -- he'll need to avoid them like the plague. Pickpocket the lone guard in this area (175/1655) and get some oil in the pylon's adjacent station (205/1655). Said station also has compact arc mine blueprints for the taking. Without the disguise, the arc pylon is active by default, so use the upper pipes to avoid a nasty zap. The main yard has a watchman's purse (255/1655) and a corner bone charm, but little besides. Next, visit the wrecked interrogation room and listen to the recording to learn what happened...well, kinda. In addition to the spilled crate's 5 ingots (755/1655) and the heavy desk pouch (855/1655), there's a second rune to pocket. Next, begin backtracking from the interrogation area to the old cellblock where Corvo was kept. (This area is considered restricted, so watch out for its lone patrolman.) Said cellblock is actually closed off, and the upper yard overlook transformed into a cell control room. There's a pouch opposite the controls (880/1655), and if Daud jumps onto the area's roof -- use the hallway's open-panel ceiling -- he can find a 500-coin stash of a pouch, ingot and royal medal, presumably meant for Corvo (1380/1655). PART 2: GETTING LIZZY ��������������������� Now with the matter of finding and busting Lizzy out... Her current abode is randomized each mission, but its location can be found by: � Saving the watchman from being executed � Finding the logbook in the off-limits cellblock � Finding Lizzy before the other two options (easiest with Void Gaze LV2) To start, Daud needs to infiltrate that forbidden area, which was unavailable during Corvo's mission. Each lower entrance has a permanent guard, so try blinking over the top. The one near the interrogation room is easiest, thanks to the nearby mid-level walkway, while entry near the reception area requires hopping on the upper-level pipes. The latter method will often be near a patrolman and a mouthy inmate who shouts for guards, so be prepared. Those who don't want to manually check every cell should try for the logbook route, which is in the guardpost housing the between-block staircase and the 1F weapons lockers. Several entrances are locked, though C- and A-Block guards have the key -- one on 1F has a pouch instead (1430/1655) -- and Corvo can always just blink through the bottom-floor windows, if need be. A few other areas are notable, too, and worth unlocking when Corvo returns to the cell control room: � Cellblock D main floor, wire (2) on 1F crate ------> 1450/1655 � Cellblock D main floor, wire on table by 1F cells -> 1460/1655 � Cell A10/D21, corrupted charm in toilet -----------> ----/---- (locked) � Cell A13, whale oil and feathers by bunk ----------> 1530/1655 (locked) � Cell A14, coins/pouch by bunk ---------------------> 1575/1655 (locked) � Cell A20, coins/pouch on poker table --------------> 1645/1655 (unlocked) � Cell A25, feathers on bed -------------------------> 1655/1655 (locked) In essence, all coins can be gotten before finding Lizzy! A25 also contains the Baffle Dust blueprints. However, the area with the copper wire has several guards, few who ever leave, so it can quite annoying to get. Make use of patrols and hiding spots, like under the table. (After opening Lizzy's cell, one of the inmates in A-Block can be "alerted" to Daud, even though it does nothing guard-wise. It still counts as an alert, though!) Take out any guards in the immediate area around Lizzy's cell, because when one finally looses her from the stockade...she passes out! Daud must finish the level while carrying her. The easiest way out is the same way one got in: use the pipes above the front reception area, then duck into the execution yard. Once the event is over (if it hasn't been done), the prisoners die and the guards leave, letting Daud hop over the wall onto the cliff path. Assuming no one on the main bridge spots Daud, all that's left is scurrying into the sewers. One can hand off Lizzy to a helper, then get an option to leave. SPECIAL OBJECTIVE OVERVIEW �������������������������� � Stopped the execution of the guard who helped Corvo � Learn about the Brigmore Witch's interrogation � Maintained overseer disguise, leaving no evidence behind |�������|����\|�| |�|__________________________________________________________ ��| |��| |�) | | | |���������������������������������������������������������� | | | |( (| |�| | THE DEAD EELS [THE BRIGMORE WITCHES] | | | |_) ) |__________________________________________________________ |_| |____/|_/�\_|���������������������������������������������������������� NORMAL ITEMS NEW UPGRADES FAVORS � Wristbow Bolt (20) � Baffle Dust (300) � The Sunken Crate (100) � Explosive Bolt (20) � The Hidden Rune (200) � Bullet (30) � Rothwild Laborer (75) � Sleep Dart (30) � Gift from Abigail Ames (100) � Arc Mine (50) � Stun Mine (50) The Baffle Dust upgrade changes chokedust into a � Grenade (70) aerosol mickey -- not only does it cause confusion � Chokedust (50) among its victims, but they don't become hostile � Piero's Remedy (100) afterwards either. Favor-wise, the sunken crate � Sokolov's Elixir (200) contains supplies (including an ingot); the rune � Rewire Tool (100) is of self-evident use. There's not much reason to buy the laborer perk, honestly. As for Abigail's favor, this is a bone charm -- and yes, it counts toward the level's maximum amount! However, it only appears if (1) Daud blew up Rothwild Slaughterhouse as part of Abby's deal (2) Abigail survived that ordeal (3) the favor was bought, naturally. If Daud finished "A Captain of Industry" in some other way, Abigail's favor won't appear as an option. /'. |�������������������������| /L /'. | � - Rune/Charm | /� / '. | # - Water Boundary | / /'. K '. | A - Ward Entrance | /__/ '. /�| | B - Ritual Room | / './ | | C - Pylon Crossroads | _ ( ___ | | D - Millenary Canal | TO ->| |_/ | | | E - Jerome's Shop | ENGINE | __/\_|___|___ _| | F - Rooftop Lookouts | ROOM | | | | | | G - Dressmaker's Studio | ____| |_____ |_ | | H - The Undine | | ________ | |_| | I - Wrenhaven Shipping | ___| | | | _| |_ | | J - Sunken Crate | | O| | |_/ \ | | K - Textile Factory | _| _|�| ) _ M ) | | L - Dry Storage | | |� / | \_ _/ | | M - Witch Chamber #1 | | N ��� | |�| | | N - Witch Chamber #2 | |_____|���\ | |_| TO | | O - Maintenance Room | )_) _ MILL | |_________________________| | |----->--->--' | | _ ____ _ _________ ___ _____ _____| |___| | | | _ |_ |_| ( � | ___ | ___ C � |____| ___ | |_______ \__|_____|� |____ | | | |���| ____ |�G | | | | ___ �� |### | |___| |___| | | |___| | |___| | ___ ____| # ) | B�| | | | D | | F | | ( ( _| |_ | I | # / |___| |___| | | |___| | #\ ��\/ | H | \ |_ � | # / _ ___ |_ | ___ | # \__/ | | \ |__| # / _______|___ | | | | E�| | # ( ) \ ) # /A/ |_ | | ] |___| | # \_/ \__/ J # (_/ |_ | | [ _____| # # | |_| | | ######################### | ) |� | | ____________________ |/ ��� | �������������������� ���������� DRAPERS WARD STREETS ____________________ �������������������� Charms --: 2 (2/5) C. Charms: 1 (1/3) Runes ---: 3 (3/7) Coins ---: 1032 (only 1022 available in first sweep) As an assassin mentions, the Dead Eels and the Hatters -- rival gangs -- are fighting in the streets. Both are currently hostile to Daud, which hampers progression somewhat. The Hatters' base in the Textile Mill is closed off for now as well, meaning the riverfront destination is the first target. There's plenty of loot to get in-between there and here, however! Near the beginning, let the gangbangers fight amongst themselves, then pick off the stragglers. When the coast's clear, get the whale oil sitting near the tracks (30/3520), wire in a yard'd dumpster (40/3520) and a coin on a balcony overlooking the rails (50/3520). Said balcony is right across from the P. Oliver sign. The apartment right alongside this track -- the one with a 2F wire balcony entrance -- is the level's ritual room, containing both a a 3F war medal (150/3520) and one of Granny's recipes. The wire in the locked cabinet can't be obtained now. ** GRANNY'S RECIPE ** To complete this sidequest, bring the body of a man and woman -- dead or alive -- to the floor's red summoning circle. Once a wedding band is found in some grasses by the dressmaker's apartment, one can place it on the silver platter to create the whale-bone trinket. The apartment is across the level, so just keep this progression in mind for now. (Body parts belonging to a man or woman are suitable stand-ins for whole corpses, also.) For now, move up the tracks until Daud uncovers a sheltered mall crossroads with an arc pylon. Of the two guards, only one carries a pouch (175/3520); the other has the pylon box key. For this reason, it's best to coldcock one, take his body somewhere safe, then get the other when his patrol winds back around toward the Textile Mill's entrance -- which is out of the pylon's zap range. With the device deactivated/rewired, Daud can snatch all the goodies in this area. First, the wire and coin at the base of the pylon itself (195/3520), then the oil and wire on separate crates near it (235/3520). Around the 1F corner, near a 'for sale' sign, is another coin (245/3520), while right above it -- on the 3F exterior vents of P. Oliver's shop -- is wire (255/3520). One can also get a corrupted charm by blinking onto the plaza's glass roof; it's near the edge overlooking the canal. The plaza entrance opposite the rails opens up into the main area of this level: the Millenary Canal, a gang-disputed territory. Approaching it for the first time starts a fight on its lone bridge, causing casualties on both sides (the amount differs depending on who falls off, who the acid cloud hits, and so on). Either way, Daud will have a few less threats to worry about. Four coins sit near the sluice gate, by the autumn-colored tree (275/3520), though the other two items in this area are up a bit higher. Nearby, find the really tall, red-colored tree -- there's a small platform attached to a wall, about level with its height, containing feathers on a lamp (285/3520). Around the corner, at the plaza entrance nearest the apartments, there's a lengthy red "welcome to Drapers Ward" billboard; there's wire on it. (295/3520) The apartment sidewalk by the other end of the canal hold few treasure: a coin by a front stoop (296/352) and wire in its attendant yard (306/3520). By now, Daud should be able to hear two Hatters talking about a locked safe on the canal's dock. At the canal's end, there's a street-level sitting area with two coins (316/3520), making a good spot to tranq/kill the guards from. With them out of the way, look for an X-shaped bracket on the wall just below the sitting area -- there's a coin (321/3520) on top, annoyingly, plus another (326/3520) right below it. The small enclosed area has two pearls (401/3520), and will house a rune, if the appropriate favor was purchased. To open the safe, simply get the vault key from the muddy grasses off to its side -- it's within a single blink's distance. The reward: 1 ingot (501/3520). Move up the canal a short ways and find the enclosed sewer area with a "no trespassing" sign above. There's oil here (531/3520) and 20 coins (551/3520) worth of...well, coins: 2 near the storm drain, 5 on the dry platform above. Next stop: Jerome's shop, the building right above this storm drain area. The Hatter with an injured Eel in its back alley has moolah (571/3520), but the rest of the loot is inside the 2F flat itself. Jerome is a friendly NPC who'll provide shop services, with the following changes: � Explosive Bolt - 50 (+30) � Sokolov's Elixir - 150 (-50) � Oxrush Fower - 50 (one-time-only; don't buy this) � Bone Charm - 100 (one-time-only) Jerome also a second bone charm in his safe, if Daud purchased the Abigail Ames favor -- it only appears as an option if he finished that TKOD mission by colluding with her, then letting her live afterwards. In normal cases, the safe will just contain a pouch (621/3520); it requires Jerome's personal key to get. The living room also holds a jewel box (721/3520), oil and p. crystal on a shelf (781/3520) and a desk coin near an alley window (782/3520). ** JEROME'S SIDE JOB ** Speaking to Jerome a second time will allow the opportunity for Daud to take an optional quest: killing Skinflint, a vagrant in the sewers beneath Jerome's apartment. This is the same sewer area where all the scattered coins were. It pays 50 coins (832/3520), but requires killing the target, meaning no-kill players are out of luck. If Daud refuses the first time, it's never offered again. Now, to the next-door building. The alleyway between Jerome's house and the target has a ventilation system Daud can use to reach roof heights, although there's a Dead Eel duo keeping perpetual watch here. If Daud can take them out silently (peeking out from the lip near the broken balcony nearby works), he can get three coins (862/3520) on a crate. The guardpost is rather bare besides, though. Finally, use the aforementioned balcony to reach the dressmaker's apartment. He'll provide some interesting details about Delilah, and is a friendly NPC in the same vein as Jerome. There's a rune nailed to the wall, two coins under it (872/3520), five more on a table (897/3520), and a cigarette case on the covered chair (997/3520). There's three more coin deposits to find, although one -- the locked cabinet in the ritual room -- is unobtainable for now. Instead, search an alleyway bush bordering the dressmaker's building to find a wedding band and two coins (1012/3520), plus an extra key for the canal safe. There's also a coin stuck between the canal bridge's planks (1022/3520), though there'll still be some Eels to eliminate before it's clear to do so. Well, probably... When done with the area, onward to the riverfront! Don't worry about leaving Eels alive here -- they'll be neutral after the next section. _______________________ ����������������������� DRAPERS WARD RIVERFRONT _______________________ ����������������������� Charms --: 1 (3/5) C. Charms: 1 (2/3) Runes ---: 2 (5/7) Coins ---: 900 Snatch ore off the barrelhead (1042/3520) while approaching the talkative twosome on guard duty. There's oil on a cabinet near one of 'em (1072/3520); a nearby dumpster has more ore (1092/3520). Above said cabinet is a small 2F apartment containing a cameo and powdered crystal (1222/3520), plus recon notes from an assassin. Out the next window, Daud can spy the full dock area. The immediate area has two Eels -- one who carries a pouch (1242/3520) -- and a rooftop spy, who soon disappears, leaving behind a corrupted charm. The third Eel, at the end of the docks, stands near a fishmonger cart with ore inside (1262/3520). Players should consider dealing with Wakefield as soon as possible, since finishing those events makes the Eels neutral, which really aids in searching. There's a few ways to do this: � Make a ruckus and just kill the Eels. Wakefield will come from belowdecks to join in, and can be dealt with in the preferred manner. � Enter Wakefield's cargo hold from underwater. If Daud can surreptitiously enter the harbor and swim 'neath the Undine, there's a special hatch that can be accessed. This provides easy access to Wakefield without bothering with his guard detail. (There's also an underwater bone charm near a body, if one wants to get it at this time.) � Slip into the cargo hold from the upper deck. This is doable, but a little harder than the swimming option, since it requires getting out of view of the dock guards. This usually means getting onto the far side of the Undine (close to belowdecks stair) and going that route. Regardless, once Wakefield is killed/KO'd and his pouch obtained (1287/3520), maneuver to the bridge and blow the horn to signal Lizzy. This starts a small cutscene, allowing her to regain control of this ragtag band. Daud will be neutral to all Eels at this time, even the ones in the Streets section. The walkthrough will assume that Wakefield was eliminated early on, just for the loot list's sake. Anyway, let's start the looting with the Undine! Lizzy carries a pittance (1312/3520) and so does another boat patrolman (1322/3520). There's wire on a topdeck crate (1332/3520), oil and a coin on the bridge (1372/3520), wire on top of the bridge (1382/3520); oil alongside the engine, opposite the rails (1412/3520); oil and an ingot in Edgar's belowdecks area (1542/3520). The ingot is half-hidden near a blanket, right near the oil, so don't miss 'em! The mini-barge alongside the Undine has two tyvian ore samples (1582/3520). Okay, back to dry land. There's wire near both of the spotlights mounted by the Undine -- one right next to the ship, another by the dumpster (1602/3520). Next, look for the railway tunnel that houses a rune -- its entrance is marked by a boxcar that's crashed into a divider. There's wire on a crate stack here (1612/3520). Next, move to the Wrenhaven Shipping building near the Undine, the one with all its doors shuttered. There's feathers atop this structure (1622/3520), and 40 coins worth of wire, pouch and loose change in the rowboat alongside it (1662/3520). Should Daud swim underneath the boat, there'll be two more coins on the riverbed (1672/3520), near the entrance to the secret tunnel that leads into the shipping building. Pick up the tunnel's pearl (1722/3520) and surface in the rune shrine room. In addition to that trinket, there's also an urn (1822/3520) in a debris pile. Finally, if Daud purchased the sunken crate favor, he can find that offshore a little ways, not far from the shipping building itself. It'll contain some variable meds and ammo, plus an ingot (1922/3520) to offset the favor's cost. --- To continue the plot, Lizzy will mention her ship's engine coil was stolen by the Hatters. She has the door password, but Daud may have to make a deal for it. The mill's accessed from the Streets section's arc pylon plaza, which'll have spawned a few more Hatters in the meantime. _________________________ ������������������������� DRAPERS WARD TEXTILE MILL _________________________ ������������������������� Charms --: 1 (4/5) C. Charms: --- Runes ---: 1 (6/7) Coins ---: 730 An assassin immediately reports that the mill can be flooded with toxic gas, and that bargaining with the Geezer may be wise. At the level's beginning, there's some wire (1932/3520) in the spool dumpster and another (1942/3520) on the small landing along the stairway. By now, Daud can hear two Hatters talking at the gatehouse, wondering who's entered. One will go check, allowing both to be removed rather easily. The gatehouse is packed, with a decor plate (2042/3520), wire on a console (2052/3520), table coins (2067/3520) and herbs near a desk (2087/3520). It's not a bad idea to take out the exterior patrolman before, since he may be able to peek inside from his route. When the gatehouse is cleared, snag the bone charm at the nearby campsite, plus the ore and oil in the depressed area alongside it (2137/3520). Once Daud takes the ore near the wall of light's hack panel (2157/3520), all remaining loot will be inside the factory buildings themselves. There's quite a few ways inside: � The locker room's boarded-up 1F window, near the bone charm booth � underneath the wall of light, via the canal � a roof near the rail car tracks, which has an open skylight � a high, boarded-up window above the wall with all the pipes sticking out Loot fiends will want to start sweeping the area from 1F on up. However, it may be wiser to simply do the latter option and visit Trimble (who's nearby), as striking a deal with him turns all Hatters neutral. Very expedient. For loot purposes, the walkthrough will just start at the locker room, which Daud can easily break into. An NPC walks the nearby halls, though, so take care not to alert her with any ruckus! Get the lockers' hemlock essence and coins (2192/3520) and eliminate the NPC outside the door. There's also two guards around here to be mindful of. If the area's clear, get the herbs on the mattress outside the locker room's door (2212/3520), and make to the opposite end of the factory building, where the rune indicator marks. There's an archer cameo here (2312/3520), plus a bull rat fetus that may see use later. Other than that, nada. Near the 1F storage area is the factory's main staircase. Use this to reach 3F, a floor that contains a pair of guards and workers. There's often a fifth guard on the balcony above, watching the proceedings, if he hasn't descended during his patrol. The latter guy is best removed first. When the others fall, Daud can pillage a locker for herbs (2332/3520), get oil on a back console (2362/3520), and find herbs/hemlock by a stove (2402/3520). The metallic salts found near the other loot may be necessary for later. Those having trouble in this area should know it's possible to blink to the upper levels while in the stairwell, and the 3F factory floor has lateral pipework Daud can hide on. Using the stairway to reach 4F is rather fruitless, although it has herbs by some blueprints (2422/3520), which allow purchase of explosive bolts. Return to the 3F factory and blink -- or jump, I suppose -- onto the balcony nearest the main office marker. Before entering, head upstairs to the other part of 4F, Trimble's lab. This area has herbs (2442/3520), powdered crystal (2472/3520) and 3 coins on his desk (2492/3520). If Daud gets the note card under Trimble's bed's pillow, and puts it in the lab's player, he can get a hidden ingot, too. (2592/3520). There's a key near the main stairway entrance, in case one wants to revisit that area quickly. Return to the main office door and save. Nurse Trimble and the Geezer are both inside, neither being hostile if Daud reveals himself. Daud has a few ways of doing this: � SPEAK WITH TRIMBLE: As long as Trimble's in the room with the Geezer, this is the option that occurs. The nurse will be interested in striking a deal with Daud, provided he gets the canal's waterwheel working again. (Doing this makes all Hatters neutral to Daud, as long as he commits no heinous acts or repeatedly tries speaking with the Geezer.) To continue, Daud will have to enter the sewers, restore power, then return and get the coil. � SPEAK WITH GEEZER: This is only possible if Trimble is killed, KO'd, or if Daud screws with the upper lab's experiment timer, drawing Trimble out of the room. The Geezer (a.k.a. Mr. Hat) says he'll give the engine coil in exchange for Daud killing him...but there's a snag: the mill will instantly flood with toxic gas on his death, killing everyone, assassins included. To avoid this fate, one must concoct an antitoxin in the 4F lab's still. The ingredient list is hidden with the ingot behind the blackboard. - Oxrush Flower (in Millenary Canal or bought from Jerome) - Bull Rat Fetus (1F factory storage room) - Metallic Salts (3F factory area, on a countertop) Use an empty vial to make the antitoxin, which is consumed automatically. Speak with the Geezer and pull his machine's oil tank; this gives the first two digits to the engine room's code (aww!) and starts a small countdown for Daud to escape. Once outside, the gas does nothing. The engine room's at the bottom of the factory stairwell. � DON'T COOPERATE WITH EITHER: This requires obtaining Trimble's key to the sewers (without asking or assisting him) and without speaking to the Geezer. Daud can obtain the engine room password by finding the mechanic's corpse in the sewers, taking his key, unlocking his house's cabinet in the Streets section (above ritual room), and using the memo there for the combination. This is definitely the most roundabout method, though, and has nothing to recommend it, really. � CHEAT: To my knowledge, the passcode is always 984. Just put that into the engine without doing any important talks, swipe the coil and go. Premature coil theft makes all Hatters hostile (if Trimble made them neutral before). Gassing the Geezer removes the need to visit the sewers quest-wise, although there's still goodies there worth taking. For remaining loot, the Geezer's room has herbs (2612/3520) and the engine room has wire/oil (2652/3520). If the engine room isn't accessible now, it will be after sewers events. Those going into the sewers will need to follow the outdoor canal. It'll be locked unless one has received Trimble's key (he freely gives it if a deal's been struck). ___________________ ������������������� DRAPERS WARD SEWERS ___________________ ������������������� Charms --: 1 (5/5) C. Charms: 1 (3/3) Runes ---: 1 (7/7) Coins ---: 585 Ah, the final stretch. Near the starting walkway is a fish statuette in plain sight (2752/3520), and the river krusts nearby will drop 3 coins upon death (2877/3520). There's also a bit of wire near the engine room's alternate entrance (2887/3520) and oil under a pipe, near where the lone river krust was attached (2917/3520). The long stairway nearby leads to a locked maintenance chamber, currently of no use besides tyvian ore near the "main pumping station" sign (2937/3520). The opposite route, which requires breaking through 2x4s, leads to a chamber with oil & powdered crystal (2997/3520). An NPC's voice should be heard from the adjacent area, although if Daud tries to help her, she'll reveal herself as a Brigmore witch, not to mention having a few cronies join in the fight. Knock her out, get the herbs on the console by her (3017/3520), then look for a pearl down in the muck below, near the corrupted charm's rat-filled opening (3042/3520). To get said charm, Daud'll have to enter the 2F route with another witch/Delilah shrine -- itself having more herbs (3062/3520) -- and break through the feeble floor. Use the witch room's lower crank to open the remaining part of the sewers. Two more Brigmore bimbos are hiding right above, and will spot anyone who tromps into view. Other than that, they never move and can often be ignored. The corpse one saw earlier near the sewer gate is the missing mechanic: he has a key and oil (3092/3520) beside him. Forty meters in the opposite direction leads to a bone charm in a sunlit patch. The area around this charm (the bridge and the canal branch) contains two tyvian ore, a pearl and a coin -- 66 in all (3158/3520). Finding items in this area can be hard with Void Gaze, so search thoroughly! The route leads to the main pumping station, now inhabited by two witches and weepers. Taking out the latter enemies is easiest; the witches aren't too hard either, although they can teleport and will do so while patrolling, which may throw unaware players off. With the enemies routed, it's time to loot! The weeper area below the main floor has ore under a pipe near two chairs (3178/3520); wire by a pipe near a stairway (3188/3520); and oil near a glowing garden, in a blind corner under the waterwheel controls (3218/3520). The remaining items are on the main floor. There's wire and oil under two inert gears opposite each other (3258/3520), plus herbs/oil in a brightly-lit space along the water control platform (3308/3520). There's powdered crystal on the valve control panel itself (3338/3520), and oil on a walkway level with that area (3368/3520). � If exploring the sewers at Trimble's behest, Daud will have to reactivate the waterworks. This is done by taking the valve wrench in the lower weeper area and operating a console on a high platform, after slashing the roots that entangle the gears. Doing this act spawns 25 various coins in the previous bone charm canal (3480/3520). Finding them all is a rather hard task, so again, be thorough! Some are hidden on the rocks near where the bone charm itself was. With power restored, take a whale oil tank from the weeper area and enter the adjacent maintenance area. Restore power, operate the upper controls, and watch as a ventilation fan narrowly avoids julienning Daud. This leads into an isolated chamber with wire (3490/3520), hemlock essence (3510/3520) and the level's final rune. To get the latter, blink over the upper partition to find the shrine. The maintenance key on the table opens the door back to the starting area. ______________________ ���������������������� TO FINISH THE LEVEL... ______________________ ���������������������� The final notable acts in this chapter: � Those cooperating with Trimble will need to get into the engine room. If water is restored, he'll freely give the combination, allowing passage from the sewers or the factory itself. This area contains the coil plus 40 coins worth of loot (already mentioned and accounted for). � If one obtained the mechanic's apartment key in the sewers, Daud can use this to open the top-floor locker in the Streets section's ritual room. The reward: a piece of wire, the final loot in this level. (3520/3520) � Return to the Undine and place the coil in the engine's socket. If Daud eliminated all witches in the sewers, operate the bridge controls to exit the level. If any witches were left alive, they attack as soon as the coil is placed. Though the Eels can take care of them, often with a high casualty rate, their sudden appearance can screw up no-alerts runs. Quickly blinking out of sight, or using Bend Time, can avoid any nasty outcomes. Note that Lizzy Stride can die in the witch fight, though it doesn't affect anything storywise. SPECIAL OBJECTIVE OVERVIEW �������������������������� Abigail's revenge refers to her bomb, which only appears if one interrogated her in "The Knife of Dunwall" and left her alive, then bought the appropriate favor here. Whole lot of work for something so pointless... � Completed Granny's wedding recreation � Survived Abigail's revenge � Dealt with the Brigmore witch scout � Restored water to the canal � Helped the Geezer end his life |�������|����\|�| |�|__________________________________________________________ ��| |��| |�) | | | |���������������������������������������������������������� | | | |( (| |�| | DELILAH'S MASTERWORK [THE BRIGMORE WITCHES] | | | |_) ) |__________________________________________________________ |_| |____/|_/�\_|���������������������������������������������������������� NEW NORMAL ITEMS UPGRADES FAVORS � Explosive Bolt (50) � Explosive Bolt Cap. 1 (450) � Hole in the Fence (200) � Explosive Bolt Cap. 2 (600) � Thieving Butler (75) � Turncoat (50) Favor-wise, the fence hole gives a rune and extra mana, plus an easier route of ingress. The butler favor digs up a rivershore cache, while "Turncoat" has an opportunity to speak with a red-jacketed witch in the backyard for info. This is the last level in the DLC, so those going for any achievements may want to consider holding off. _ |I\_________________ |��������������������| _|_ | | � - Rune/Charm | | _ ___| |_ | | # - Water Boundary | | | | | | A - Starting Point | | | | _ _ ___| | B - Graveyard | | | |�| | | | |\ | C - Front Entrance | | | |_ J K L | ) | D - Butler Chest | |�| |_| |___| |___| | | E - Fence Hole | |_|_ _|__|__| |_____ | | F - Rooftop Path | | | | | | G - Greenhouse | | H | � | | | H - Granny Recipe | |_ _|_____ _____| | | I - Waterfall | | | |___| F | | J - Storage Shed 1 | | G C � ( | K - Fountain | |___| \ | L - Storage Shed 2 | | ____ ____ ) |____________________| | B / \_ E _| | ( | |_ _| | | _ ) _______________ |_ |�| /# ��������������� | | � ,' # BRIGMORE ESTATE | |_ |D # _______________ | | ______,' # ��������������� |_| | ,' # Charms --: 2 (2/4) | ( � # C. Charms: 2 (2/3) ( A / # Runes ---: 3 (3/4) '._____,'############### Coins ---: 970 (970/2030) The mission begins far from the estate, near the riverbank. As an assassin helper says, the witches are coming and going in an unnoticed manner. Statues of Delilah also pock-mark the estate. (If one of these spots Daud, local foes will come check. Being noticed by the statue itself doesn't count as an alert, however.) Right near the starting point is a gravehound flower circle. These undead dogs will continuously revive when slain, until their skulls are crushed. A quick crossbow bolt (or sword slash) can eliminate them without much ado. Climb the broken cliff stairway nearby and look for tyvian ore by an upper rockslide (20/2030). Descend and approach the booby-trapped graveyard. We'll come back later, but for now, get another piece of ore (40/2030) near a tree near the tripwire. The tiny building nearby -- also booby-trapped -- contains herbs inside (60/2030) and wire on its roof (70/2030), plus a rune up top if the particular favor was purchased. Reading the lookout memo inside spawns a patrolling witch. Opposite the building, on the shore, is a lone river krust (95/2030). If the butler favor was purchased, the sunken chest right nearby will contain a Brigmore urn (245/2030) instead of just an elixir. Regardless of favors, a sunken corrupted charm will be in the water about 30 meters away. Purchasing the "hole in the wall" favor will reveal a big...well, hole, in the front fence, which abuts the flooded shore area. (If it wasn't purchased, Daud can still blink up the flat cement part to avoid tined injuries. This can be done elsewhere in the estate also.) Nearby should be a tree with two river krusts (295/2030), plus a safe-held rune in the swampy lawn. Otherwise, there's the rest of the front yard to explore! Entering from the shore area, as opposed to the graveyard, has an advantage of scaffolding that can act to get onto balconies and generally survey the area. Naturally, this opens up extra sniping opportunities, especially above the front entrance, and is a good place to hide the knocked-out witches. The balcony nearest the swamp has feathers on it (305/2030). � There's an easily missable rooftop path, accessible by blinking via the top of the scaffold. (A similar method in the backyard can get one up to the area as well, although it'll put one right in witches' sights.) This area, besides the aforementioned witches, has a corrupted charm, hemlock essence (325/2030) and a coin against a sunlit wall (330/2030) in the area before the charm's attic. The front stoop's witches all hang out around the swamp, and can be picked off one by one, given enough time. That just leaves the three gravehounds in the area. Those who don't want to waste ammo can shoot a distraction off in the distance (such as the graveyard) and then move at leisure for awhile. The statue of Delilah has wire on it (340/2030), while the suspicious tomb in the graveyard has oil (370/2030). Move to the Greenhouse to the mansion's left side, and take out the lone sentry. This area has a few items to get. For the first, stand on the metal lip (where the staircase entrance should be) and look to the gap between the greenhouse and the mansion -- there's some wooden beams stuffing it up. Daud can blink over this to get a tenner (380/2030). By comparison, the wire on the interior's highest girder (390/2030) and the powdered crystal by a lower planter (420/2030) are child's play. The interior adjacent to the greenhouse has a broken roof; in that attic is more powdered crystal (450/2030) and one of Granny Rags' recipes. � To complete the recipe, Daud will first need to collect three river krust pearls (from anywhere) and visit the sink in the big, backyard storage shed. This will spawn a rune, as it always does, and can't be done without first reading the recipe! Commit all this to memory... Approach the window opening into the backyard and wait a moment, since the cliff spawns a witch lookout. When her back's turned, knock her block off, then get the bone charm and the coin (460/2030) beside its chair. When the coast's clear below, jump into the fountain below the recipe room's window for three coins (475/2030). The only remaining coins in this half of the backyard is oil near the statue's gazebo (505/2030). Separating the gazebo area from the fountain area is a locked storage shed. It needs a key, but crafty players will just blink up and through its wrecked roof. Inside is the door key, herbs (525/2030) and a pocketwatch (675/2030). Later, when Daud eliminates all hostiles, he can search the thicket between this shed and the waterfall to find wire on some old stone blocks (685/2030). Speaking of hostiles, the fountain area has a river krust (710/2030) and a trio of witches. They speak for awhile before patrolling, and will actually respawn when Daud enters the backyard from the front. Purchasing the turncoat favor will spawn a "friendly" red-jacketed witch here, who'll take Daud into a deserted corner to give information. The most important bit: the graveyard has a secret entrance that requires a lever from the big storage shed. Before entering said shed, get the other two items in this area: a coin in the covered fountain walkway (720/2030) and ore in a puddle adjacent to the shed (740/2030). Said puddle is far away from the waterfall, and its bounty can be hard to find without Void Gaze LV2. When done, avoid the shed's trap, kill the interior river krust (765/2030) and get that grave lever. Those who want to enter the mansion through the front door can instead get its key from (1) the serving plate sitting on the fountain's lip (2) the butler's corpse floating in the waterfall's pool. Note that taking a lever/key will respawn enemies in the front yard, plus extras in the greenhouse area. This time, let's return to the front yard through the mansion's right-hand alley. Finish Granny's recipe if not done already, then look for a gnarled cliff tree behind the big shed -- there's ore there (785/2030). Blink into the alleyway and prepare to kill the river krust (810/2030) before nabbing wire on the ledge above it (820/2030). Note that the krust may not open up properly unless approached from the front yard side. All that's left is to enter the mansion through one's preferred way. Going in through the front door is easiest, but repairing the graveyard switch'll accomplish the same thing, plus lets one get a corrupted charm and a jewel box (970/2030). To approach the graveyard easily, use the greenhouse's outer lip and blink right in. ______________ �������������� BRIGMORE MANOR ______________ �������������� Charms --: 2 (4/4) C. Charms: 1 (3/3) Runes ---: 1 (4/4) Coins ---: 1060 (2030/2030) No matter how Daud enters, he'll be near the foyer, which contains a few gravehounds (dormant) and a witch, who quickly leaves the room. The corridor coming from the graveyard has a shelf pouch (995/2030), and there's oil in the main area's display case (1025/2030). Directly above the foyer entrance, at 2F, is another witch; there's hemlock (1045/2030) on a food table. For now, ignore the adjacent/upper east-wing areas since clearing out the west wing takes priority. The 2F room containing the half-dead overseer has a bone charm, although speaking with the poor fellow eventually spawns two witches -- best to avoid that. Continue down the half-crumbled west hallway to find another corrupted charm, and in the empty area beyond, a sextant on the floor (1195/2030). The door into the library is locked, forcing westward travellers to visit a booby-trapped bedroom. Said room has feathers on the floor (1205/2030) and leads to Delilah's 3F studio, which has similar traps. Carefully disarm their launchers/tripwires and take the purple lantern, a key item we'll need to find the head witch. This area also contains oil (1235/2030), a coin on the lantern table (1245/2030), a cigarette case (1395/2030) and a floor coin near said said case (1400/2030). Drop down the other side of the studio to an isolated 2F den, which has a witch-gravehound duo outside. Eliminate them if possible, then claim the fish statuette (1550/2030) and table coins (1565/2030). There's two more witches in the library down the hall, an area containing herbs (1585/2030) and wire outside an empty fireplace (1595/2030). The 2F hole leads down to the flooded 1F area, although it has several dormant gravehounds, so going that way isn't needed. Time to clear out the east wing now. One of the library witches has a key to exit the room, so return to the 2F foyer balcony area -- it's adjacent to a dark bedroom/garden. There's two herb canisters inside (1635/2030), and the floor above -- which may have a witch or two -- contains a rune, charm and a few other goodies. The charm requires the "Brigmore Chest Key," carried by one of the witches who originates on 3F. Next, reach the east wing's flooded 1F area in any chosen manner. The cabinet near the main-entrance boobytrap has powdered crystal (1665/2030), while a second shelf in eyeshot has herbs (1685/2030). An adjacent antechamber has two chatting witches; when they leave, get the oil inside (1715/2030). Where the watery main corridor bends, there's some display cabinets and tables, containing herbs (1735/2030) and oil (1765/2030). This area has a very high witch concentration, however, so alerting them can be very bad news. By the witch-filled end of this main corridor, a stairway can take Daud up to 3F -- there's only a single witch who patrols here. Locate and take the floor war medal (1915/2030), then blink to an isolated 3F ledge to collect a lone coin (1920/2030). This upper route can actually avoid all interaction with 1F foes, letting Daud round the corner and blink past the final sentry at the gallery's 2F approach ramp. The corridor, once displaying art, now displays explosive canisters and some launchers. Get the herbs on a table (1940/2030) and blink into the gallery itself, avoiding any explosions. The two witches here soon take to patrolling both floors, so Daud must take care. Three oil jars (2030/2030) mark the last loot in this level. Finally, Delilah can be approached. Use the lantern on the blank painting to reveal a portal, which leads to an Outsider greeting and a leap of faith into the enemy's strange world, which isn't altogether different from previous sojourns in the Void. Delilah can be found in a sanctum nearby, painfully unaware of her assassin's presence. Her sentry statues can quickly tip those scales, however! There's two ways to complete the proceedings. � HIGH CHAOS (LETHAL): There are many chances to take Delilah unawares, but stealth-assassinating her will actually not work the first time -- she'll just respawn nearby, with her statues reanimating as clones. Daud will have to slay them all, with the last being the "true" one, fallen against the painting. Other than that, the final boss has typical witch abilities: fast teleportation, a trio of plant projectiles, summoning the strangling tree root, etc. (If Daud remains hidden, he can eliminate some clones with potshots.) � LOW CHAOS (NONLETHAL): While Delilah distracts herself with musings, blink to the far "island" that contains a tree painting. Pocket it, return to Delilah's area and wait for her to start the ritual, which distracts her from seeing the painting. Blink down there, switch Emily's portrait with that of the stygian ecological nightmare, and then blink back into hiding. Delilah will continue with her ritual to slightly different results... Finishing the game via a method listed above ends the DLC. Letting Delilah's ritual run to its planned end leads to a game over instead -- no bodyjacking allowed! (Let's be honest, though: that would be a pretty fun joke ending.) Any ending-related achievements will trigger during the credits. SPECIAL OBJECTIVE OVERVIEW �������������������������� � Completed Granny's recipe � Found the Brigmore Crypt � Avoided triggering any traps � Trapped Delilah Copperspoon ______________________ ______________________________________________________/ V. APPENDICES [APND] |_ ������������������������������������������������������������������������������� ACHIEVEMENTS/TROPHIES [ACHV] _______________________________________________________________________________ ������������������������������������������������������������������������������� ** SPOILER ALERT ** Here's the game's PS3 trophies. Be aware it may not be possible to get the regular campaign trophies in the DLC, and vice versa, of course. Trophies aren't tied to difficulty, thankfully. __________________________________ ___ ____________________________________ | MAIN GAME ACHIEVEMENTS | T | UNLOCK METHOD | |����������������������������������|���|������������������������������������| | Alive Without Breath | B | Possess a fish | | An Unfortunate Accident | B | Kill a Pendleton in the Steam Room | | Art Dealer | S | Acquire all Sokolov paintings | |----------------------------------+---+------------------------------------| | Back Home | B | Kill a grenade-throwing enemy with | | | | its own grenade | |----------------------------------+---+------------------------------------| | Bodyguard | B | Save Geoff Curnow's life | | Capturing Genius and Madness | B | Complete "The Royal Physician" | | Child Care | B | Find Emily in "House of Pleasure" | | Clean Hands | G | Complete the game with zero kills | | Cleaner | B | Fight 5+ foes at once and kill 'em | | Creepy Crawly | B | Possess a rat and use a rat tunnel | | Dishonored | B | Complete "Dishonored" | | Dunwall in Chaos | B | Complete the game in high chaos | | Excommunication | B | Eliminate High Overseer Campbell | |----------------------------------+---+------------------------------------| | Faceless | B | Post-Coldridge, complete a mission | | | | with no alerts | |----------------------------------+---+------------------------------------| | Food Chain | B | Assassinate an assassin | | Gentleman Caller | B | Complete all Granny Rags missions | |----------------------------------+---+------------------------------------| | Ghost | S | Complete missions 2-9 alerting or | | | | killing no one but key targets | |----------------------------------+---+------------------------------------| | Harm's Way | B | Cause 5 unintentional suicides | | Hornets' Nest | B | Get 4 crossbow kills in under 1s | | Inhabitant | B | Have 3+ minutes of possession use | | Just Dark Enough | B | Complete the game in low chaos | | King of the World | B | Reach the top of Kaldwin's Bridge | |----------------------------------+---+------------------------------------| | Lights Out | B | Deactivate 5 security systems in | | | | "The Light at the End" | |----------------------------------+---+------------------------------------| | Long Live the Empress | B | Complete "The Light at the End" | | Manipulator | B | Make others kill 5 of their allies | | Merchant of Disorder | B | Acquire 15 equipment upgrades | | Mercy is the Mark | B | Spare Daud in Mission 7 | | Mostly Flesh and Steel | S | Beat the game w/o spending runes | | Occultist | B | Collect 10 bone charms | | Platinum Blades and Dark Corners | P | Acquire all other trophies | |----------------------------------+---+------------------------------------| | Poetic Justice | G | In Missions 2-6, deal with all key | | | | targets via indirect means | |----------------------------------+---+------------------------------------| | Political Suicide | B | Publicize the Lord Regent's fall | | | | from grace via the broadcast tower | |----------------------------------+---+------------------------------------| | Razor Rain | B | Perform 5 drop assassinate | | Regicide | B | Assassinate Hiram Burrows | | Resolution | G | Complete the game (any difficulty) | | Rogue | B | Assasinate 10 unaware enemies | |----------------------------------+---+------------------------------------| | Shadow | S | Complete all missions past the | | | | prologue with no alerts | |----------------------------------+---+------------------------------------| | Specter | B | Post-prologue, complete a mission | | | | with no alerts and under 5 kills | |----------------------------------+---+------------------------------------| | Speed of Darkness | B | Travel 30 meters in under 1 second | | Street Conspiracy | B | Complete all Slackjaw side jobs | |----------------------------------+---+------------------------------------| | Surgical | S | Complete the first four missions | | | | with under 10 kills | |----------------------------------+---+------------------------------------| | Tempest | B | Kill 6 enemies in less than 1 sec. | |----------------------------------+---+------------------------------------| | The Art of the Steal | B | In Mission 4, rob the safe before | | | | giving Slackjaw its combination | |----------------------------------+---+------------------------------------| | The Escapist | B | Post-prologue, successfully hide | | | | from five active pursuers | |----------------------------------+---+------------------------------------| | Thief | B | Pickpocket 200 coins | | This is Mine | B | Recover Corvo's gear in Mission 7 | | Vanished | B | Finish the first mission without | | | | being detected | | Versatile | B | Get a kill w/ every weapon type | | Wall of Sparks | B | Kill a foe with a Wall of Light | |----------------------------------+---+------------------------------------| | Well Mannered | B | Complete "Lady Boyle's Last Party" | | | | without spoiling the party | |__________________________________|___|____________________________________| � BACK HOME: This is done easier with Bend Time, in which Corvo doesn't have to crapshoot with a live grenade. Overseers will commonly throw grenades in their attack pattern. � GENTLEMAN CALLER: Granny Rags has three missions. The first two (deal with the gangbangers on her doorstep, poisoning the distillery) occur during the "High Overseer Campbell" mission. If both are done, part of the sewer at the end of "The Flooded District" will open, letting one find Granny's final confrontation with Slackjaw. Follow her final instructions and grab her rune reward to finish. � HARM'S WAY: The key word here is "unintentional" -- Corvo can't just possess someone, walk off a building, then unpossess mid-fall. Possession can certainly help, though, such as bodyjacking someone near a wall of light that will kill them, going dangerously close to it, then deactivating the power. This causes them to stumble momentarily, often into the wall. Possessing guards and letting them stagger into a rewired Wall of Light or pylon won't count, though. One can also wait for someone to fire a projectile, stop time, possess the person firing, maneuver them in front of the projectile, then unfreeze time. This kills the user, and is probably the intended method, since the trophy icon features a guard pointing a gun at his own head. Most methods will require heavy mana consumption, so it's best to do this trophy with a high reserve. � HORNETS' NEST: Use an upgraded form of Bend Time to kill four pursuers at once. Normal bolts will work. If a kill occurs during the time-stopped portion (by being too close), it'll still count. Just go for headshots in a place where many foes have gathered. � INHABITANT: The possession time is cumulative. It's also very expensive, which is why players often cheese the trophy by staying in a rat tunnel until it pops. (The effect doesn't auto-deactivate while in tunnels.) The trophy doesn't trigger until Corvo gets the requisite amount and exits the possession, however. � KING OF THE WORLD: Kaldwin's Bridge only appears in "The Royal Physician," and must be climbed as high as possible (read: blink) in order to get the trophy. The southern tower, past the first arc pylon, can work. � LIGHTS OUT: Deactivation in this case means removing the whale oil powering them (rewiring doesn't count). There's five in the fort area: 3 walls of light, two arc pylons. On high chaos, there's an extra atop the lighthouse. Note that visiting the top prevents one from going back down the elevator, so those on low-chaos runs'll have to take care. � MANIPULATOR: The five kills only count if one type of enemy (overseer, city watchman, etc.) kills another of the same. It's possible for city guards to commit friendly fire, and overseers can throw grenades, but usually Corvo will have to stage a scene. For instance, knocking out five of a type and baiting the other into an attack. Bottle Street thugs are good for this purpose, since their ranged flame attack is rather scattershot. � MOSTLY FLESH AND STEEL: The trophy description's framed so that it seems Blink can be upgraded but nothing else -- wrong! Spending any rune on a supernatural power, even Blink, screws one over. Bone Charm usage is fine, however. � POETIC JUSTICE: Indirect means getting the key targets out of Corvo's hair without killing them. The trophy will trigger if Campbell is branded, the Pendletons are eliminated via Slackjaw's offer, Lady Boyle is kidnapped and given to Lord Brisby, and the Lord Regent's confession is broadcast to the entire city. � SPEED OF DARKNESS: A combination of Blink LV2 and Bend Time LV2, which allows increased blink distance while time is stopped. � STREET CONSPIRACY: One needs to save Slackjaw during his confrontation with Granny Rags during "The Flooded District". To get the chance, one must have completed done at least one mission for Granny ("High Overseer Campbell") and both of Slackjaw's ("House of Pleasure"). � TEMPEST: Stack six unconscious bodies somewhere and throw a grenade -- it's rather simple. I think I got it accidentally in "Lady Boyle's Last Party" by tossing a grenade into the Ogelsby Way weeper apartment. � VERSATILE: Kills require at least one in the following categories: melee, pistol (regular bullet and explosive), grenade (regular and sticky), bolts (regular and incendiary), and springrazor. The Explosive/Sticky/Incendiary ammo types require blueprints, however, and they're missable, so be sure to plan ahead. _______________________ ___ _______________________________________________ | DUNWALL CITY TRIALS | T | UNLOCK METHOD | |�����������������������|���|�����������������������������������������������| | Assassin Vs. Machine | B | Beat "Train Runner" before the train arrives | |-----------------------+---+-----------------------------------------------| | By My Hand Alone | B | Reach wave 13 in "Back Alley Brawl," having | | | | personally killed all combatants | |-----------------------+---+-----------------------------------------------| | Daredevil | B | In "Bonfires," perform all special jumps in a | | | | single round | |-----------------------+---+-----------------------------------------------| | Headhunter | B | Complete "Assassin's Run" with 100% accuracy | | | | and only headshots | |-----------------------+---+-----------------------------------------------| | Long Way Down | B | In "Kill Cascade," drop-assassinate a target | | | | after falling 150+ meters | |-----------------------+---+-----------------------------------------------| | Mrs. Pilsen's Remorse | S | Find Emily's doll in all 10 challenges | |-----------------------+---+-----------------------------------------------| | Natural Talent | B | Finish "Mystery Foe" w/o using any powers | | Rare Collector | B | Find all collectibles in "Burglar" on Expert | |-----------------------+---+-----------------------------------------------| | Time Management | B | Finish "Chain Kill" or "Bend Time Massacre" | | | | w/o failing any wave, including bonuses | |-----------------------+---+-----------------------------------------------| | Void Star | S | Complete all Normal & Expert challenges with | | | | a three-star rating | |_______________________|___|_______________________________________________| Most of TKOD's achievements are pretty self-explanitory. "Rats and Ashes" requires getting a human kill by sticking an arc mine on a rat, so Bend Time hijinx work best. __________________________ ___ ____________________________________________ | THE KNIFE OF DUNWALL | T | UNLOCK METHOD | |��������������������������|���|��������������������������������������������| | Cleaner Hands | B | Complete TKOD with zero kills | | Just Business | B | Complete "A Captain of Industry" | |--------------------------+---+--------------------------------------------| | Message from the Empress | B | Perform a drop assassination from atop the | | | | Jessamine statue in the Flooded District | |--------------------------+---+--------------------------------------------| | Missing Pieces | B | Complete "Eminent Domain" | | No Regrets | S | Complete TKOD in high chaos | | Rats and Ashes | B | Cause a death using an arc mine and a rat | | Redemptive Path | S | Complete TKOD in low chaos | | Stone Cold Heart | B | Find the Delilah statue ("Eminent Domain") | | Well Connected | B | Purchase all favors | | Whisper Ways | S | Complete TKOD with no alerts | |__________________________|___|____________________________________________| __________________________ ___ ____________________________________________ | THE BRIGMORE WITCHES | T | UNLOCK METHOD | |��������������������������|���|��������������������������������������������| | All Come to Ruin | S | Complete TBW in high chaos | | Breakout | B | Complete "A Stay of Execution for Lizzy" | | Changes Ways | S | Complete TBW in low chaos | | Cleanest Hands | B | Complete TBW with no kills | | Deal Maker | B | Purchase 8+ favors | | Enough Coin to Disappear | S | Complete TBW in low chaos & 10,000+ coins | | Gangs of Dunwall | B | Complete "The Dead Eels" | | Parting Shot | B | Attempt a killing blow on Corvo | | Silence is Golden | B | Complete "Delilah's Masterwork" | | Wall of Flesh | B | Use a Pull-ed enemy as a human shield | |__________________________|___|____________________________________________| � ENOUGH COIN TO DISAPPEAR: This challenge is easier if one carries over from The Knife of Dunwall, which gives 7-8K. Playing TBW without importing a save starts Daud with 3,000 coins. This means, altogether, he can only miss about 700 coins in TBW to barely break the requisite amount. _______________________________________________________________________________ ������������������������������������������������������������������������������� BONE CHARM OVERVIEW [BNCO] _______________________________________________________________________________ ������������������������������������������������������������������������������� Bone charms are little trinkets that give special effects. The main campaign has 35 possible charms, although which ones are received are randomized in most cases. Charms are equipped from the interior menu tab. Corvo can boost his maximum slots by purchasing upgrades from Piero. Each pack in "Voidwalker's Arsenal" gives a special statuette that permanently boosts max slots by one. _______________________ ___________________________________________________ | CAMPAIGN BONE CHARMS | FUNCTION | |�����������������������|���������������������������������������������������| | Acrobat | Climb slightly faster | | Albinos | Increased chance of white rats spawning | | Blood Ox Heart | Maximum mana slightly increased | | Carrion Killer | Killing rats increases the Adrenaline gauge | | Clockwork Malfunction | Enemy grenades detonate slower | | Falling Star | Drop assassinations grant mana | | Fleet Fighter | Movement speed unaffected when weapons are drawn | | Healthy Appetite I | Food restores slightly more health | | Healthy Appetite II | Food restores even more health | | Plague Affinity | Damage from weepers restores mana | | Plague Resistant | Weepers deal less damage | | Rat Scent | Rat swarm only attack when in close proximity | | Reinforced Bolts | Increases chance to recover spent bolts in bodies | | Robust I | Health potions give slightly more health | | Robust II | Health potions give moderately more health | | Scavenger | Increased chance to get extra ammo from pickups | | Spirited I | Mana potions give slightly more mana | | Spirited II | Mana potions give moderately more mana | | Spiritual Pool | Mana regenerates slightly faster | | Spirit Water | Drinking from faucets restores mana | | Strong Arms | Choke opponents much faster | | Sustained Rage | Adrenaline takes longer to cool down | | Swift Shadow | Stealth-mode movement speed increased | | Throwing Hand | Thrown objects travel a bit farther | | Tough Skin | Maximum health increased | | Twist of Fortune I | Potions have rare chance to fully restore mana | | Twist of Fortune II | Potions have average chance to fully restore mana | | Undertaker | Increased movement speed while carrying bodies | | Unnerving Target I | Enemies have moderate chance to miss w/ firearms | | Unnerving Target II | Enemies have a high chance to miss with firearms | | Vengeance | Taking damage increases Adrenaline | | Water of Life | Drinking from fountains restores health | | Welcoming Host | Possession lasts longer when using white rats | | Whirlwind I | Melee weapons swing slightly faster | | Whirlwind II | Melee weapons swing moderately faster | |_______________________|___________________________________________________| The Voidwalker's Arsenal is a collection of 4 preorder packs: Acrobatic Killer, Arcane Assassin, Backstreet Butcher and Shadow Rat. These bone charms can't be found randomly like the campaign ones; instead, they spawn in Corvo's room after a few campaign chapters. _______________________ ___________________________________________________ | VOIDWALKER CHARMS | FUNCTION | |�����������������������|���������������������������������������������������| | Blast Resistant | BB: Reduced explosive damage | | Delicate Touch | SR: greatly muffles noise from breaking glass | | Fencer | BB: Gain advantage in sword-vs.-sword clashes | | Fire Water | BB: Explosive bottles have higher blast radius | | Good Lungs | SR: can swim underwater longer | | Gutter Feast | AA: Eating white rats restores mana | | Quick Dodge | AK: high chance to dodge bolts and arrows | | Raven | AK: drop assassinations give health | | River Affinity | AK: faster swimming speed | | Void Channel | AA: ups power durations; Blink/Windblast farther | | Voyeur | SR: Grants zoom when peeping through keyholes | | White Rat Friend | AA: White rats are always friendly | |_______________________|___________________________________________________| The Knife of Dunwall adds in five extras: _______________________ ___________________________________________________ | TKOD CHARMS | FUNCTION | |�����������������������|���������������������������������������������������| | Bird of Prey | Drop assassinations restore health | | Hearty Crew | Summoned assassins do more damage | | Light as a Shadow | Reduces fall damage | | Overpowering | Gives advantage in sword-vs-sword clashes | | Swift Stalker | Boosts movement speed when no weapons are drawn | |_______________________|___________________________________________________| The Brigmore Witches DLC adds only 2 normal charms, but also gives "corrupted charms," useful charms that have drawbacks. _______________________ ___________________________________________________ | TBW CHARMS | FUNCTION | |�����������������������|���������������������������������������������������| | Submariner | Health restores when underwater | | Void Surge | Sometimes, using a power expends no mana | |_______________________|___________________________________________________| _______________________ ___________________________________________________ | CORRUPTED CHARMS | FUNCTION | |�����������������������|���������������������������������������������������| | Leverage | Increases Pull's speed, distance and mana cost | |-----------------------+---------------------------------------------------| | Power Slash | Sword damage is increased, swing speed decreased | |-----------------------+---------------------------------------------------| | Shivering Silhouette | Ranged attacks have higher chance of missing, but | | | Daud is more visible to enemies | |-----------------------+---------------------------------------------------| | Splintering Bolts | Bolts do more damage but often break on impact | |-----------------------+---------------------------------------------------| | Statuesque | When immobile and outside of combat, Daud can't | | | be spotted by enemies. Mana does not regenerate. | |-----------------------+---------------------------------------------------| | Tank | Daud moves slower but takes less damage as well | |-----------------------+---------------------------------------------------| | Vengeance | Adrenaline builds, and cools down, faster | |-----------------------+---------------------------------------------------| | Witch's Skin | Mana does not regenerate. The mana gauge will be | | | considered a 2nd health bar, and when damage is | | | taken, it drains before the 1st health bar | |-----------------------+---------------------------------------------------| | Zephyr | Daud moves faster but takes more damage as well | |_______________________|___________________________________________________| _______________________________________________________________________________ ������������������������������������������������������������������������������� COLLECTIBLES LOCATIONS [CLLC] _______________________________________________________________________________ ������������������������������������������������������������������������������� This section will give a checklist of all levels' charms and runes in rough order of first appearance. Some items, particularly in the DLC, may only be available by progressing in certain ways or buying certain favors. 01) DISHONORED �������������� _ |_| RUNE 1/1: After sleeping at the Hound Pits Pub, complete the Outsider's strange frolic through the Void. At the end is a rune, taken mandatorily to continue. 02) HIGH OVERSEER CAMPBELL �������������������������� _ |_| RUNE 0/7: Hound Pits Pub area: after awakening at chapter's beginning, use the heart to find the trinket along the riverside, past the locked dogfighting building. NOTE: This rune doesn't contribute to the mission's total. _ |_| RUNE 1/7: Dead-end alley connected to Granny Rags' apartment. Must climb through 2F balcony and descend to get it. [SHRINE 1/1 also.] _ |_| RUNE 2/7: Talk to Granny Rags to start a small event where three Bottle Street "gentleman" callers start knocking on her door. Neutralize them, speak to Granny again, and get her reward: a rune that appears upstairs, underneath the weird boat. _ |_| BONE CHARM 1/5: John Clavering Boulevard is the street that goes right through the level's first wall of light. Past the bridge's body-dumping goons is the bone charm, on the other side of a wrecked shutter. There's a few ways to get it, but easiest is pipework running along the rail, which the bodies are dumped over. _ |_| BONE CHARM 2/5: Once in Griff's shop, use the bathroom to climb into the isolated 2F room immediately above. Charm's on a table by the geological survey map. _ |_| BONE CHARM 3/5: Dunwall Whiskey Distillery, interior. In the back area where Slackjaw's office and the main storage is, there's a stair between the first and second floors. The charm is on a beam high above this; it'll probably require hopping on a loose barrel first. _ |_| RUNE 3/7: John Clavering Boulevard. It's in the guard station in front of the doorway to Holger Square. Since there's only one way into the square, it's almost impossible for attentive players to miss this. (The game will even give a reminder to equip the Heart when near.) _ |_| RUNE 4/7: Granny Rags' Place. After finishing Gran's first event to clear out her gentleman callers, she'll ask one to poison the Bottle Street Gang's still -- this is done by getting rat viscera from Dr. Galvani's 3F lab on Clavering Street, then returning to the Dunwall Distillery's back office for tampering. Doing so, and reporting to Gran, spawns a rune in her boat room. _ |_| PAINTING 1/1 (THE ISOMETRY OF HIGH OVERSEER THADEUS CAMPBELL): Holger Square, Office Building. Locate the building's main entrance and hang a right into the brightly lit staircase area. Descend the side stair and, instead of entering the kennels, look opposite the door -- there's an odd bust with a green eye. Press the eye (a button) to find the secret chamber containing the painting, among other things. _ |_| RUNE 5/7: Holger Square Office Building. This is inside the overseer's secret B1 love nest, accessed via the green-eyed bust opposite the office building's (interior) kennel entrance. Break the display case once to reap the rewards! _ |_| RUNE 6/7: Holger Square Office Building. This is in the 3F meeting room one must visit to continue the Curnow/Campbell scenes. It's located on a display plaque above the fireplace. _ |_| RUNE 7/7: Office Building's Backyard area. This is in the workshop, which is easiest entered by smashing a window on the roof and dropping in. The rune is on a table. _ |_| BONE CHARM 4/5: Office Building's Backyard area. If one enters from the street instead of the overseer's office, you'll enter the main backyard area near a dead-end warehouse with a closed shutter. It can be entered from the adjacent structures' roofs and a broken window. Descend, kill the rats and take the bone charm from its vice. _ |_| BONE CHARM 5/5: Office Building's Backyard area. If one heads toward Samuel's position, instead of descending the chain, go to the cliffside building nearby. Half of it is closed off, but that room is accessible if one climbs onto the roof and drops down along the cliffside awning, which hides a boarded-up entrance. Smash in and take the charm near the dead overseer. 03) HOUSE OF PLEASURE ��������������������� _ |_| RUNE 0/5: Hounds Pit Pub Sewers. Near the weepers' platform is a flipped cabinet containing this rune. _ |_| RUNE 0/5: Hounds Pit Pub Sewers: Near the rune on the weepers' platform is another, sunken in the water along the grate. The Heart will find it in a jiff. _ |_| BONE CHARM 1/5: Bottle Street. In the alleyway leading to Griff's store, climb up to the highest-floor apartment -- the charm is in a back room, now containing a weeper. There's three assassins camping out in this area, so take them out silently to avoid annoyances. _ |_| BONE CHARM 2/5: Clavering Boulevard. In the residential area, take the stairway down to where Bottle Street runs perpendicularly. Clear out the weepers and enter the tiny maintenance area that's opened, where Granny Rags has relocated. The bone charm's on her stove. _ |_| PAINTING 1/3 (LIGHT ALONG THE INVERSE CURVE): Art Dealer's Apartment, accessible between Clavering and Bottle Street, once one gets the key from Slackjaw or the female survivor being harassed in a nearby alley. The painting is on 2F. _ |_| PAINTING 2/3 (DAUD AND THE PARABOLA OF LOST SEASONS): Art Dealer's Apartment. This painting is in the top-floor bedroom. _ |_| BONE CHARM 3/5: Dunwall Whiskey Distillery. This is in the outdoor cage area, on a couch. If one poisoned the bootleg operation in the second mission, there will be three weepers in here; if one didn't, it'll be empty. _ |_| RUNE 1/5: Dr. Galvani's Offices. This is inside the 3F secret room hidden by the fake bookshelf. It's opened via the bright red book. _ |_| BONE CHARM 4/5: Captain's Chair Hotel. This is near Clavering Street, in-between the street entrances to Holger Square and the Golden Cat's area. The only way to get in is to deal with Slackjaw: finding out what happened to his man at Galvani's offices, then bringing the audiograph message back in exchange for the key. The bone charm is underneath the 1F stairway, by a mattress. _ |_| RUNE 2/5: The Golden Cat Bathhouse. This is in the broken apartment near where (at the beginning) a street guard is hitting on a working girl. To get it, blink to the 2F balcony, then blink through the interior to reach the 3F shrine area. _ |_| RUNE 3/5: The Golden Cat Bathhouse. This is on the 2F level, attached to a plaque. Wait for the nearest guards (arguing over girls) to split up, eliminate the hallway one, and take the prize without extra effort. _ |_| BONE CHARM 5/5: The Golden Cat Batthouse. This is on a fixture above the fireplace in Madame Prudence's 3F bedroom. One must steal/loot her key from where she is on 2F in order to enter. _ |_| RUNE 4/5: The Golden Cat Bathhouse. This is on a desk in one of the courtesan's room on the 4F. The room's occupied, though... _ |_| PAINTING 3/3 (CUSTIS, MORGAN AND THE POSTULATE CHILD): Art Dealer's Apartment. Once one gets the safe password from Bunting at the Golden Cat, return to his apartment and fish the painting out of its holding. _ |_| RUNE 5/5: Art Dealer's Apartment: After squeezing Bunting for the safe password at the Golden Cat, crack his safe for the rune. 04) THE ROYAL PHYSICIAN ����������������������� _ |_| RUNE 1/5: Southside Gate. Near the end of the level, near the 2nd guard booth, is a red-brick apartment. The rune is in the bedroom, but can't be accessed unless one visits the eastern waterfront overlook, just off the street. There'll be a hanging chain leading up to the bedroom's balcony. _ |_| BONE CHARM 1/3: Southside Gate. Before exiting into the second part of the level, descend a side stair to reach the water lock area. Past the two guards is the lock control panel. Instead of lowering it, blink up onto the sucker, then infiltrate the red-tinted apartment nearby -- the charm's inside, plus a weeper guarding 'er. _ |_| RUNE 2/5: Drawbridge Way. This is in Prachett's apartment at the area's beginning, in a top-floor safe. The clue to the combination is written on a note nearby: three specific paintings in the house have a digit on them. As with all safes, only two numbers are needed to guess the third. _ |_| RUNE 3/5: Drawbridge Way. Next door to Prachett's apartment, facing the waterfront, is a top-floor apartment containing the rune shrine. The best way to get in is getting onto Prachett's roof and blinking onto the open balcony. There's a hostile inside. [SHRINE 1/1] _ |_| RUNE 4/5: Midrow Substation. Immediately after entering from the bridge section, it'll be right on the apartment's table. _ |_| BONE CHARM 2/3: Midrow Substation. After disabling the wall of light, enter the warehouse right past it. In the basement, where the survivor's located, is a corpse with the charm. _ |_| BONE CHARM 3/3: North End. As soon as one enters the level, look up and spot the vents over the street. Blink up to them, then smash through the 3F wooden barricade -- bolts work well, since they're silent -- to reach the apartment's isolated area. _ |_| PAINTING 1/1 (THE OBTUSE ARGUMENTS OF LADY BOYLE): North End, Sokolov's Mansion. This is located in the 1F arc pylon workshop, in eyeshot of most guards. _ |_| RUNE 5/5: North End, Sokolov's Mansion. This is found in the mansion's rooftop greenhouse, the same place Sokolov himself resides. 05) LADY BOYLE'S LAST PARTY ��������������������������� _ |_| RUNE 1/3: This is on the fourth floor of the weeper-infested liquor shop, on the level's only shrine. _ |_| BONE CHARM 1/2: This too is on the fourth floor of the liquor shop, only on a mattress in the adjacent room. _ |_| RUNE 2/3: This is near the Greasely Boulevard bridge, leading right up to the Boyle estate's locked gate. The rune is in the water, a mere hop from the riverside walkway. _ |_| BONE CHARM 2/2: Found in the Ogelby Way apartment building's deserted 3F flat. (Ogelby Way is the street perpendicular to the one running in front of the Boyle Estate's main gate.) The charm is in room by the balcony. _ |_| RUNE 3/3: Boyle Estate B2. The rune is within the Boyles' vault, and its key is within the bedroom of the Boyle woman randomly chosen as the Lord Regent's mistress. In whichever case, it should be near the diary, not hidden anywhere in particular. _ |_| PAINTING 1/2 (VERA MORAY AND THE AFFIX OF HER SKIN): Boyle Estate 2F. This is in the showroom between Esma and Waverly's rooms, occasionally patrolled by guards. It is forbidden to be here, after all! _ |_| PAINTING 2/2 (THE SPYMASTER'S AXIS OF ASYMMETRY): Boyle Estate 2F. This will be in the room of the Boyle woman chosen as his mistress, a random act. 06) RETURN TO THE TOWER ����������������������� _ |_| RUNE 0/0: The Hound Pits Pub. If Corvo dueled Lord Shaw in the previous mission and won, this will be Pendleton's reward for duping him. _ |_| RUNE 0/0: The Hound Pits Pub. If Corvo speaks with Callista to learn the future empress has run off to play hide and see, he can go find her. In doing so, she will give a rune she found earlier. _ |_| BONE CHARM 1/2: Dunwall Tower Waterlock. There's a corpse near the first charm that has some coins near it. It can usually be reached by blinking from one side of the shaft to another, or at least from the arc pylon room's balcony. _ |_| RUNE 1/4: Dunwall Tower Grounds. This rune is in the servants' quarters to the right of the palace's main watchtower, underneath a bunk. _ |_| RUNE 2/4: Dunwall Tower Interior. One can find this in the B1 Torturer's chamber, accessed from the ground floor. (It'll be destination-marked if one found a letter in the exterior ramparts post explaining to stay away from the torturer.) The rune is on the level's only shrine. _ |_| PAINTING 1/1 (THE EMPRESS AND THE EMPTY SET): Dunwall Tower Interior, 2F. This hangs above the mantle in the music room, adjacent to the regent's quarters. _ |_| RUNE 3/4: Dunwall Tower Interior, 2F. This is in a chest in the regent's own chamber. The easiest way to reach here is by infiltrating through the exterior's upper vent, which allows one to blink across the chandeliers and into the chamber, avoiding all guards in the process. _ |_| BONE CHARM 2/2: Dunwall Tower Interior, 2F. If one follows the Heart's guidance, they'll be lead to a dead-end fireplace in the corner of the tier. This is actually a secret entrance, accessed via the wall lantern nearby; the charm is on a filing cabinet within. _ |_| RUNE 4/4: Dunwall Tower Rooftop. The final rune is resting on the Lord Regent's planning table in the safehouse. The only way to get to it is deactivating the wall of light. The Regent will be here himself on high chaos playthroughs, or if he's spooked (alarm'd) in low chaos runs. 07) THE FLOODED DISTRICT ������������������������ _ |_| BONE CHARM 1/8: Rudshore Waterfront. This is in an apartment near the Ebenazar Causeway river krust patch. The easiest way to reach it is going into the weeper alleys, using the upper stairway, and getting into the 3F apartment with a simple blink. Two weepers are inside, however. _ |_| PAINTING 1/3 (THE COMMUTATIVE RATS AND THE WEEPER): Rudshore Waterfront. There's an apartment that overlooks the Ebenazar Causeway river krust patch, and one can occasionally see a weeper walk out onto the balcony. _ |_| RUNE 1/5: Greaves Lighting Oil Refinery. This is just found in some mud not far from the base of the dumping grounds building (where Corvo's gear was tossed). Shouldn't be too hard to get, as long as one avoids copious amounts of river krusts... _ |_| BONE CHARM 2/8: Greaves Lighting Oil Refinery. Once Corvo activates the retractable stairway, he can start ascending the exterior of the dumping grounds building. When one encounters the broken part of the stairway, ducking underneath reveals the charm on some pipework. _ |_| BONE CHARM 3/8: Central Rudshore. This is at the end of the main street going parallel to Daud's base. The charm is in an overturned cart with a corpse inside. _ |_| BONE CHARM 4/8: Central Rudshore. This is within the pouch carried by Daud himself; it can be collected indoors if one surprises him or outside if he puts up a fight and flees. I don't believe this one appears on the Heart's "radar"... _ |_| PAINTING 2/3 (THE TORTURER'S QUATERNIONIC GROAN): Central Rudshore. This is in the old Chamber of Commerce building Daud uses as his base. Once one acquires his key, or manages to get into the back area, find the hole _ |_| RUNE 2/5: Central Rudshore. This is on a table at the deepest basement of Daud's base, near the entrance to the Gateward Tunnel. _ |_| BONE CHARM 5/8: Rudshore Gate slums. As soon as one enters the area from Central Rudshore, the charm's in a refuse pile off to one side. _ |_| RUNE 3/5: Rudshore Gate slums. Near the start are two apartment buildings Corvo can ascend by hopping from one window to the next-highest. The rune is on the roof of the building with the chatty survivor. _ |_| BONE CHARM 6/8: Old Port District Outskirts. This is toward the start of the area, in an abandoned street-side apartment, on a 2F desk. _ |_| BONE CHARM 7/8: Old Port District Sewers. In the side tunnel containing all the river krusts, there's a small maintenance area with a safe that contains this item. To get the combination, check the note beside it to get the clues (months). The book beside it lists the 13 months, which'll determine the order. _ |_| PAINTING 3/3 (THE OUTSIDER AND THE CIRCUMSCRIBED VOID): Old Port District Sewers, specifically the section where Granny Rags and Slackjaw are. The creepy portrait is in Granny's modest housing. This is the final painting in the game, and gives the "Art Dealer" trophy if one found the others. _ |_| RUNE 4/5: Old Port District Sewers, on the final Outsider shrine, which one accesses after helping Granny with her Slackjaw problem. _ |_| RUNE 5/5: Old Port District Sewers. In the weeper/survivor shantytown at the end, the rune is underneath the floorboards. It's accessible from both sides of the canal. _ |_| BONE CHARM 8/8: Old Port District Sewers. This is by the fifth and final river krust group, in a room past the weeper/survivor shantytown. It can be grabbed through a small drainage gate. 08) THE LOYALISTS ����������������� _ |_| RUNE 1/1: Piero's Workshop, 2F table. Normally one would get it by going through the 2F balcony, whose vents connect all the way to the rooftop. 09) THE LIGHT AT THE END ������������������������ _ |_| RUNE 1/1: Kingsparrow Fort. After infiltrating the fort past the walls of light, find the Machine Room on the lower right-hand side. At the end is a turnable crank, opening the pipe above. Corvo can use this to get under the Gatehouse, where the rune apparently fell through the floor grate. [DLC - THE KNIFE OF DUNWALL] A CAPTAIN OF INDUSTRY �������������������������������������������������� _ |_| RUNE 1/6: Slaughterhouse Row. Billie gives to Daud at the start, free! _ |_| BONE CHARM 1/5: Slaughterhouse Row, in the building the butcher (who had earlier accosted the street worker) walks into. The charm's in the 1F dead end with the corpses. _ |_| BONE CHARM 2/5: Slaughterhouse Main Grounds. This is in the chamber right below the arc pylon on the docks. To get below, one must activate the sewer control lever (by pylon), hop in the water and find the grate that opened. _ |_| RUNE 2/6: Slaughterhouse Main Grounds. The rune is on a dead-end balcony above the main entrance. _ |_| RUNE 3/6: Rothwild Slaughterhouse interior. The rune is at the top of the chamber accessed immediately from the main entrance or loading bay. Going the former route puts Daud closer; from there, it's just one blink to the crossbar and into the small corpse alcove. _ |_| BONE CHARM 3/5: Rothwild Slaughterhouse interior. This is located in the abattoir adjacent to the main entrance, known as the "Killing Floor," by the whale carcass itself. _ |_| BONE CHARM 4/5: Rothwild Slaughterhouse interior, in the 1F locker room next to the Killing Floor (the one with the carcass). The charm's on top of one of the shower apparatuses, next to the stall that has the "out of order" sign. _ |_| RUNE 4/6: Rothwild Slaughterhouse interior, in the B1 area accessed from the office block's maintenance hatch. This only appears if Daud purchased the pre-mission favor for it, however. _ |_| RUNE 5/6: Rothwild Slaughterhouse interior, in the Killing Floor chamber containing the living whale. The rune's on a table near the powerbox that controls the whale's electrodes. _ |_| BONE CHARM 5/5: Rothwild Slaughterhouse interior, Bundry's Office. The charm's actually in the locked safe, so Daud'll have to get a combination somewhere. It's actually hidden in the bookkeeping office's "Injury Report Code" file: 5-1-2. _ |_| RUNE 6/6: Slaughterhouse Main Grounds, Granny Rags' ritual chamber. Daud can create a rune by bringing a whale's eye (from the living whale inside the abattoir; can be claimed after killing it) and then dumping a weeper corpse on the magic circles. There's a weeper corpse under the loading bay dock, plus another in the spotlit alley nearby; only one needs to be thrown into the ritual area to make it work, however. [DLC - THE KNIFE OF DUNWALL] EMINENT DOMAIN ������������������������������������������� _ |_| RUNE 1/7: Bloodox Way Waterfront. If Daud purchased the rune-related favor, it'll be at water level near the waterfront's broken bridge. _ |_| BONE CHARM 1/5: Lackrow Boulevard. There's a 2F balcony one can blink to containing the charm's shrine. This is also where the notes for Granny's ritual lie. _ |_| BONE CHARM 2/5: Lackrow Boulevard. The giant building on the corner of Lackrow Blvd and Smoke Street can be climbed to its 5-6F balcony, which houses a small chamber with the charm. It can be reached from the Watch apartment or from the smaller roofs/climbables on Lackrow itself. _ |_| RUNE 2/7: Lackrow Boulevard Waterfront. At the end of the boulevard, where it meets the water, Daud can climb down a chain to water level. If he goes around the corner, there's a small interior chamber accessible; the rune's hidden behind some junk. _ |_| BONE CHARM 3/5: Legal District proper. The first building on Pudding Street, where the wall of light is, has an incarcerated noble (Roland) and a 2F bone charm. _ |_| RUNE 3/7: Legal District proper. Roland's high apartment on Pudding Street has a rune hidden behind the fireplace's spymaster painting. _ |_| RUNE 4/7: Legal Plaza, in the balcony-accessed Apartment 10. Roland's apartment has a key next to his plans, while the rune itself's in a room blocked by a large cabinet. _ |_| BONE CHARM 4/5: Legal Plaza. If one follows Pudding Street, it winds past Timsh's estate, goes under a rail bridge and stops at a dead end. There's a charm in the debris at that dead end. _ |_| BONE CHARM 5/5: Timsh Estate. The charm is on a table in the basement, the key to which is at the rooftop Whaler outpost (overlooking the law office) or carried by a guard patrolling the exterior grounds. _ |_| RUNE 5/7: Timsh Estate. The rune's in the 3F chest in Timsh's office, but can't be opened without his personal key. _ |_| RUNE 6/7: Timsh Estate. This is in the top-floor room with the Delilah statue, on a pedestal off to one side. _ |_| RUNE 7/7: Timsh Estate. This is part of an old Granny Rags ritual recipe, first acquired from a shrine on Lackrow Boulevard. For the first step, enter Timsh's law building and find the 1F office containing the 72-card Nancy deck. Take "The World" from it, bring it to one of the outsider's shrines (the one in Apartment 10 works), then bleed on it. Finally, burn the card in Timsh's 4F dining room fireplace, creating the rune. [DLC: THE KNIFE OF DUNWALL] THE SURGE ������������������������������������� _ |_| BONE CHARM 1/3: Central Rudshore. This is in the "backyard" area behind the base, at the broken building containing a captured assassin. The bone charm is in a mid-tier cupboard requiring Daud's Key. [DLC: THE BRIGMORE WITCHES] CHOOSING YOUR MARK ���������������������������������������������� _ |_| CORRUPTED BONE CHARM 1/1: Daud's Base. This is in the chest at the foot of his bed, after doing the dream duel with Corvo. If Daud executed the traitor at the end of "The Knife of Dunwall," it will be on a shrine in the hallway instead. _ |_| RUNE 1/2: Daud's Base. Using the equipment chest one floor below Daud's bed will automatically acquire this. _ |_| RUNE 2/2: Daud's Base. This is in the accounting office adjacent to the main room, atop a shelf near the assassins who're skeptical of Daud. [DLC: THE BRIGMORE WITCHES] A STAY OF EXECUTION FOR LIZZY STRIDE ���������������������������������������������������������������� _ |_| RUNE 1/2: Coldridge Prison, exterior. This'll be in the mud not far from the sewer entrance, behind a broken stairway fragment. This only appears if the misplaced rune favor was purchased, however. _ |_| BONE CHARM 1/2: Coldridge Prison, execution grounds. This is underneath the platform the prisoners and their headsman start on. _ |_| BONE CHARM 2/2: Coldridge Prison interior, main yard. This is in a refuse pile in one of the corners. _ |_| RUNE 2/2: Coldridge Prison interior, interrogation room. This is on the floor next to the crate with spilled ingots. _ |_| CORRUPTED CHARM 1/1: Coldridge Prison interior, Cell A10. This is in a clogged toilet, easily obtainable once Daud opens the cell from the control room mechanism. [DLC: THE BRIGMORE WITCHES] THE DEAD EELS ����������������������������������������� _ |_| RUNE 1/7: Drapers Ward, Ritual Room. As per Granny's instructions, Daud can recreate her wedding by bringing a man and woman (dead or alive) and dropping them in the magic circle. Daud will also need to find a wedding band for the final step: there's one _ |_| CORRUPTED CHARM 1/3: Drapers Ward's first area, at the pylon-guarded crossroad that leads to the textile mill. The charm is far above the area, on the broken cusp of the glass roofing. (The rooftop outpost across the canal has a letter making note of this object, for reference.) _ |_| RUNE 2/7: Drapers Ward. If Daud purchased the favor, this rune will be at the very end of the dried-up Millenary Canal, not far from the locked safe. Of course, like usual, it doesn't appear without buying the favor. _ |_| BONE CHARM 1/5: Drapers Ward. This can be bought from Jerome at his flat overlooking the Millenary Canal (100g). There's only one for sale, and if he's killed or kayoed, it can't be obtained. _ |_| BONE CHARM 2/5: Drapers Ward. This is found in Jerome's safe, if Daud purchased Abigail Ames' favor (and that only appears if one completed "A Captain of Industry" by blowing up by being in cahoots with Abigail, and she survived as well). This is far and away the easiest bone charm to miss in the DLC, if not the entire game. _ |_| RUNE 3/7: Drapers Ward, on a wall in the Dressmaker's Studio. Said room is located on the far side of the Millenary Canal, the nearest building to the waterfront entrance. Typically, one reaches it by using the alley vents near Jerome's building, then skirting across the rooftop outpost to the broken balcony. _ |_| CORRUPTED CHARM 2/3: Drapers Ward Riverfront. This is near the start, on a dock area roof, easily accessible. An eavesdropping witch spawns here the first time one enters the area, but leaves before any hostilities. _ |_| BONE CHARM 3/5: Drapers Ward Riverfront. This underwater charm is found near a riverbed corpse, alongside the Undine itself. _ |_| RUNE 4/7: Drapers Ward Riverfront. At the dock area, look for the rail cart that's smashed through a tunnel shutter. The rune's in that small space with a weeper. _ |_| RUNE 5/7: Drapers Ward Riverfront. This is in the building alongside the Undine, accessible only via an underwater tunnel on the side with the rowboat. [SHRINE 1/2] _ |_| BONE CHARM 4/5: Drapers Ward Textile Mill. Near the start of the area, in a disused guard booth alongside the main factory building. _ |_| RUNE 6/7: Drapers Ward Textile Mill, in a dead-end 1F storage area (in the small building adjacent to the main factory). It's sitting on a desk in plain view. _ |_| CORRUPTED CHARM 3/3: Drapers Ward Sewers. In the first witch chamber (has the woman pretending to be injured), there's a 2F room with a Delilah statue. Break the plywood floor, kill the rat swarm below, and pick the sucker up. Note that plywood may obscure the grab icon, forcing Daud to waste a grenade (etc.) to clear the debris. _ |_| BONE CHARM 5/5: Drapers Ward Sewers. After exiting the 1st witch chamber and avoiding the witch ambush immediately following, Daud can find the charm in a sunlit dead end area nearby. _ |_| RUNE 7/7: Drapers Ward Sewers. Towards the end of the level's progression, after breaking the fan in the maintenance duct, Daud can enter a room with a weeper corpse. Blink/jump up to a small opening in the room separator to find the level's final rune. [SHRINE 2/2] [DLC: THE BRIGMORE WITCHES] DELILAH'S MASTERWORK ������������������������������������������������ _ |_| CORRUPTED CHARM 1/3: Brigmore Estate. This is in the shoreline shallows, not far from the small hill where the favor-related butler chest is. _ |_| RUNE 1/4: Brigmore Estate. Along the path that leads to the mansion's gates is a one-room building. The rune's in a box on the roof. _ |_| RUNE 2/4: Brigmore Estate. If Daud bought the rune favor, it will be in a box in the front yard's flooded/swampy section, not far from where the river krust tree is. _ |_| CORRUPTED CHARM 2/3: Brigmore Estate. The scaffolding in the front yard leads to a rooftop passage connecting to the backyard's high balcony. A charm is in-between those two locations. _ |_| BONE CHARM 1/4: Brigmore Estate. After exiting the greenhouse area to enter the backyard, there's a cliff above the fountain landing (a witch periodically patrols here). The charm is sitting on a chair. _ |_| RUNE 3/4: Brigmore Estate. Find Granny's recipe in the attic near the greenhouse, which requires three river krust pearls -- there's several around the estate to plunder. Get any three and return to the backyard shed containing the lever; drink from the old sink to spawn the rune. _ |_| BONE CHARM 2/4: Brigmore Estate. After finding the grave lever in the backyard storage shed, return to the front lawn's graveyard. Use the new item to enter the tomb passage, then pick up the charm in front of the Delilah statue. _ |_| BONE CHARM 3/4: Brigmore Manor. This is on a table in the 2F (west half) fireplace room, the one containing the barely-alive overseer. _ |_| CORRUPTED CHARM 3/3: Brigmore Manor. This is on a partially collapsed 2F hallway, on the route between the main hall and Delilah's studio. _ |_| BONE CHARM 4/4: Brigmore Manor. By the 2F balcony overlooking the foyer, there's a broken roof leading to 3F. The charm's in a locked chest here, and requires the Brigmore Chest Key to unlock. One of the nearby witches will carry said key if Daud didn't get from another source. _ |_| RUNE 4/4: Brigmore Manor. In the same 3F area as the bone charm above, there's another chest (no key required) containing the rune. _______________________ _____________________________________________________/ COIN LOCATIONS [CNLC] |_ ������������������������������������������������������������������������������� 1) DISHONORED [CL01] _______________________________________________________________________________ ������������������������������������������������������������������������������� Runes ---: - Charms --: - Shrines -: - Paintings: - Coins ---: 1000 The first part (Wrenhaven River & Dunwall Tower) contains no coins. Coldridge Prison is a one-time-only _____ ___________ __________________ | AMT | TOTAL AMT |____________________________________/ COLDRIDGE PRISON |_ |�����|�����������|���������������������������������������������������������| | 25 | 25/1010 | Table outside of Corvo's cell* | | 50 | 75/1010 | GUARD LOOT (hallway by Corvo's cells) | | 20 | 95/1010 | GUARD LOOT (hallway by Corvo's cells) | | 20 | 115/1010 | After climbing ledges, on weapons rack* | | 20 | 135/1010 | After climbing ledges, in food cabinet* | | 4 | 139/1010 | After climbing ledges, atop nearby console* | | 10 | 149/1010 | After climbing ledges, 2F walkway; on bench by guard | | 10 | 159/1010 | Yard Walkway; console right as one enters* | | 10 | 169/1010 | Yard Walkway; on the ground | | 15 | 184/1010 | Bench in front of interrogation room* | | 12 | 196/1010 | Interrogation room table* | | 10 | 206/1010 | Interrogation room antechamber, on a wooden table* | | 15 | 221/1010 | Interrogation room antechamber, in front of safe* | | 20 | 241/1010 | GUARD LOOT (Prison Yard) | | 15 | 256/1010 | Prison Yard, on bench* | | 50 | 306/1010 | GUARD LOOT (Control Room Section, hallway patroller) | | 25 | 331/1010 | GUARD LOOT (Control Room Section, in booth) | | 15 | 346/1010 | Control Room Section, on crate outside control booth* | | 20 | 366/1010 | Control Room Section, door switch console* | | 4 | 370/1010 | Control Room Section, desk* | | 10 | 380/1010 | GUARD LOOT (prison's entrance where bomb's planted) | | 20 | 400/1010 | GUARD LOOT (prison's entrance where bomb's planted) | |_____|___________|_________________________________________________________| _____ ___________ ________________ | AMT | TOTAL AMT |______________________________________/ DUNWALL SEWERS |_ |�����|�����������|���������������������������������������������������������| | 11 | 411/1010 | Near crank with body on it; under pipe by stairway* | | 20 | 431/1010 | Climbable chain area; shelf near barbecue | | 16 | 447/1010 | Upper chain area; alcove with copper wire & coins | | 15 | 462/1010 | Upper chain area; alcove #2 with wire & coin | | 20 | 482/1010 | Upper chain area; corpse in water | | 71 | 553/1010 | Upper chain area; on crate behind boobytrap* | | 29 | 582/1010 | Upper chain area; mattress on walkway* | | 5 | 587/1010 | Upper chain area; corpse by crank door | | 10 | 597/1010 | Upper chain area; corpse by crank door | | 50 | 647/1010 | Upper chain area; fire by crank door, hemlock & coins* | | 50 | 697/1010 | Upper chain area; jewel box in safe | | 40 | 737/1010 | Above guards' drop-down hole; car with herbs/pouch | | 30 | 767/1010 | Above guards' drop-down hole; nearby cabinet w/ oil | | 10 | 777/1010 | GUARD LOOT (1st guard by barrel fire) | | 5 | 782/1010 | GUARD LOOT (2nd guard by 2nd barrel fire) | | 25 | 807/1010 | GUARD LOOT (3rd guard by 2nd barrel fire) | | 10 | 817/1010 | GUARD LOOT (4th guard) | | 30 | 847/1010 | Guard area; behind boarded-up alcove in the waterway | | 43 | 890/1010 | Boarded-up alcove; upper rim, accessed by stack/pipes | | 10 | 900/1010 | Guard area, by corpse; sink area, copper wire | | 20 | 920/1010 | Guard area, by corpse; hemlock essence | | 10 | 930/1010 | Outdoor area; copper wire in trash bin | | 80 | 1010/1010 | Outdoor area; sunken chest near Samuel's boat | |_____|___________|_________________________________________________________| All coins can be collected before sleeping. Having Blink may help with the expediency, though. _____ ___________ ________________ | AMT | TOTAL AMT |______________________________________/ HOUND PITS PUB |_ |�����|�����������|���������������������������������������������������������| | 75 | 75/1115 | Piero's Workshop, star chart | | 20 | 95/1115 | Piero's Workshop, herbs on 1F shelf | | 20 | 115/1115 | Piero's Workshop, h. essence on 2F table | | 10 | 125/1115 | Piero's Workshop, coin on 2F window sill | | 10 | 135/1115 | Piero's Workshop, copper wire behind building | | 75 | 210/1115 | Samuel's Shack, Cape of Teeth map | | 10 | 220/1115 | Samuel's Shack, coin by mattress | | 20 | 240/1115 | Hounds Pit Pub; 1F, hemlock essence behind bar | | 30 | 270/1115 | Hounds Pit Pub; 1F, powdered crystal behind bar | | 10 | 280/1115 | Hounds Pit Pub; 1F, coin under hanging drink rack | | 15 | 295/1115 | Hounds Pit Pub; 1F, coins on booth floor | | 1 | 296/1115 | Hounds Pit Pub; 1F, behind door near brewery | | 20 | 316/1115 | Hounds Pit Pub; tyvian ore on sidewalk table | | 5 | 321/1115 | Hounds Pit Pub; coin lying by sidewalk | | 60 | 381/1115 | Hounds Pit Pub; B1, via staircase chain; two whale oils | | 100 | 481/1115 | Hounds Pit Pub; 2F, Pendleton's bedroom; decor plate | | 50 | 531/1115 | Hounds Pit Pub; 2F, Pendleton's bedroom; trunk pouch | | 30 | 561/1115 | Hounds Pit Pub; 2F, Pendleton's bedroom; powdered crys. | | 25 | 586/1115 | Hounds Pit Pub; 2F, Havelock's bedroom; pouch by bed | | 30 | 616/1115 | Hounds Pit Pub; 2F, Havelock's bedroom; trunk whale oil | | 5 | 621/1115 | Hounds Pit Pub; 2F, servant quarters; pouch on bunk | | 5 | 626/1115 | Hounds Pit Pub; 2F, servant quarters; coin on shoe rack | | 35 | 661/1115 | Hounds Pit Pub; 2F, bathroom; coin and powdered crystal | | 10 | 671/1115 | Hounds Pit Pub; Corvo's room; coin by bed | | 10 | 681/1115 | Hounds Pit Pub; Corvo's room; coin on chair | | 20 | 701/1115 | Hounds Pit Pub; Corvo's room; herbs in hallway | | 10 | 711/1115 | Emily's Tower; coin on high outer walkway | | 30 | 741/1115 | Emily's Tower; powdered crystal on shelf | | 7 | 748/1115 | Brewery; coins on 1F barrel | | 1 | 749/1115 | Brewery; coin next to 1F barrel that had 7 coins on it | | 1 | 750/1115 | Brewery; coin at base of large vat, by stairway | | 20 | 770/1115 | Brewery; 2F, herbs on metal rick | | 20 | 790/1115 | Outside; tyvian ore in tipped cart by garage entrance | | 20 | 810/1115 | Outside; tyvian ore in tipped cart by Samuel's shack | | 10 | 820/1115 | Outside; copper wire on low roof by Hound Pits building | | 50 | 870/1115 | Outside; perth cameo near docks bush, by cement wall | | 100 | 970/1115 | Outside; inchmouth sextant in grounded boat near docks | | 50 | 1020/1115 | Outside; large pearl in water alongside grounded boat | | 30 | 1050/1115 | Outside; whale oil sunken in river by Emily's Tower | | 20 | 1070/1115 | Outside; tyvian ore on lonely beach near Emily's Tower | | 10 | 1080/1115 | Outside; kingsparrow feathers in a street dumpster | | 30 | 1110/1115 | Outside; oil on street-side vent; use runningjump/Blink | | 5 | 1115/1115 | Outside; street sidewalk opposite pub (under awning) | |_____|___________|_________________________________________________________| _______________________________________________________________________________ ������������������������������������������������������������������������������� 2) HIGH OVERSEER CAMPBELL [CL02] _______________________________________________________________________________ ������������������������������������������������������������������������������� Endoria Street runs paralell to the Clavering Boulevard, and Bottle Street runs from Granny Rags' apartment to the distillery yard's entrance. _____ ___________ _________________________ | AMT | TOTAL AMT |_____________________________/ ENDORIA & BOTTLE STREET |_ |�����|�����������|���������������������������������������������������������| | 5 | 5/3794 | NPC LOOT: carried by female survivor near lower bridge | | 10 | 15/3794 | Copper wire on display thrown by dumpsters and survivor | | 10 | 25/3794 | Dumpster almost underneath bridge (near waterfront) | | 5 | 30/3794 | Pouch on sidewalk (may be underneath carryable corpse) | | 100 | 130/3794 | Granny Rags' Place; B1, cabinet urn and moray medal | | 20 | 150/3794 | Granny Rags' Place; loot on a gentleman caller | | 10 | 160/3794 | Granny Rags' Place; loot on a gentleman caller | | 20 | 180/3794 | Pouch by scout's corpse, roof above Granny Rags' place | | 20 | 200/3794 | Herbs on barrel by Dunwall Distillery District entrance | | 10 | 210/3794 | NPC LOOT: Thug threatening Griff in an alleyway | | 15 | 225/3794 | Griff's Shop; 1F, coins on display case | | 75 | 300/3794 | Griff's Shop; 2F, West Pandyssian Basin survey map | | 50 | 350/3794 | 3F apartment adjacent to Griff's; oil and h. essence | | 140 | 490/3794 | 4F apartment near Griff's; oil, coins, jewelry box | |_____|___________|_________________________________________________________| _____ ___________ ____________________________ | AMT | TOTAL AMT |__________________________/ DUNWALL WHISKEY DISTILLERY |_ |�����|�����������|���������������������������������������������������������| | 20 | 510/3794 | Outside; at entrance, up plank-built path; herbs | | 40 | 550/3794 | Outside; Two tyvian ore by firelit sitting area | | 20 | 570/3794 | Outside; herbs by firelit sitting area | | 10 | 580/3794 | Outside; table in front of distillery entrance; wire | | 10 | 590/3794 | Outside; small cell near refinery entrance; wire | | 10 | 600/3794 | Outside; near refinery entrance, wire in garbage pile | | 25 | 625/3794 | NPC LOOT: carried by outdoor thug | | 10 | 635/3794 | NPC LOOT: carried by outdoor thug | | 20 | 655/3794 | NPC LOOT: carried by indoor thug | | 20 | 675/3794 | NPC LOOT: carried by indoor thug | | 20 | 695/3794 | Indoors; crank room, locker pouch | | 30 | 725/3794 | Indoors; crank room, locker whale oil | | 20 | 745/3794 | Indoors; control booth, hemlock essence | | 10 | 755/3794 | Indoors; control booth; copper wire in locker | | 5 | 760/3794 | Indoors; by couch near control booth; in ashtray | | 10 | 770/3794 | Indoors; barrel storage area, wire on shelf | | 20 | 790/3794 | Indoors; barrel storage area, hemlock essence at locker | | 11 | 801/3794 | Indoors; back office w/ elixir still; coins under stair | | 31 | 832/3794 | Indoors; back office area; coins in locker | |_____|___________|_________________________________________________________| Clavering Boulevard extends from the ruined bridge, through the residential area and its two walls of light, all the way to the Holger Square entrance. Technically the lootable thugs are part of Bottle Street -- it's just easier to put it in this section (it doesn't change anything, technically). _____ ___________ __________________________ | AMT | TOTAL AMT |____________________________/ JOHN CLAVERING BOULEVARD |_ |�����|�����������|���������������������������������������������������������| | 5 | 837/3794 | GUARD LOOT: Body-throwing guard on bridge | | 5 | 842/3794 | GUARD LOOT: Body-throwing guard on bridge | | 20 | 862/3794 | GUARD LOOT: Boss of body-throwing guards (near them) | | 10 | 872/3794 | GUARD LOOT: guard walking near Wall of Light | | 100 | 972/3794 | End of boulevard's bridge; pouch by bone charm | | 10 | 982/3794 | Roof above blvd guard booth; kingsparrow feathers | | 10 | 992/3794 | GUARD LOOT: patrollman beyond 1st wall of light | | 10 | 1002/3794 | Residence area; pouch in pile of corpses | | 40 | 1042/3794 | Residence area; two tyvian ore in basket near trolley | | 40 | 1082/3794 | Hotel area past second wall of light; 2x ore on trolley | | 5 | 1087/3794 | NPC LOOT: thug in alley adjacent to Clavering | | 25 | 1112/3794 | NPC LOOT: thug in alley adjacent to Clavering | |_____|___________|_________________________________________________________| Galvani's offices are accessed from Clavering Boulevard, either from the front door or the second-floor balcony. The code for the safe is 287, and the rat viscera for Granny Rags is in the 3F lab's secret room, accessed by pulling the red book (from shelf that has drag marks on floor). Enemies will spawn below after doing this, but don't carry anything. _____ ___________ _______________________ | AMT | TOTAL AMT |_______________________________/ DR. GALVANI'S OFFICES |_ |�����|�����������|���������������������������������������������������������| | 1 | 1113/3794 | 1F; on entry, immediately to left, on desk; by bldg key | | 20 | 1133/3794 | 1F, rat-filled room by kitchen; herbs on shelf | | 25 | 1158/3794 | 2F, pouch in open chest | | 75 | 1233/3794 | 2F, Canker Mouth Gulf map on table | | 50 | 1283/3794 | 2F, bedroom; pocketwatch on dresser | | 200 | 1483/3794 | 2F, dining room; ingots in safe | | 30 | 1513/3794 | 3F lab; whale oil on table | | 13 | 1526/3794 | 3F lab; coins on table behind false bookshelf | | 11 | 1537/3794 | 3F lab; coins behind glass cabinet, near audiograph | |_____|___________|_________________________________________________________| _____ ___________ _______________ | AMT | TOTAL AMT |_______________________________________/ HOLGER SQUARE |_ |�����|�����������|���������������������������������������������������������| | 20 | 1557/3794 | Outside, street level; tyvian ore in motorized carriage | | 10 | 1567/3794 | Outside, street level; wire in pile near guard station | | 100 | 1667/3794 | Outside, street level; war medal on substreet pipe | | 11 | 1678/3794 | Outside, street level; coins in substreet overflow pipe | | 100 | 1778/3794 | Outside, street level; sidewalk pouch by archive gates | | 10 | 1788/3794 | Outside, office courtyard; wire under archive steps | | 30 | 1818/3794 | Outside, office courtyard; drainage room by main steps | | 10 | 1828/3794 | Outside, office courtyard; 3F archive ledge, feathers | |_____|___________|_________________________________________________________| _____ ___________ ________________________________ | AMT | TOTAL AMT |______________________/ OVERSEER'S OFFICE AND ARCHIVES |_ |�����|�����������|���������������������������������������������������������| | 25 | 1853/3794 | Archives wing; library, under a lower desk | | 15 | 1868/3794 | Archives wing; library, coins on upper desk | | 75 | 1943/3794 | Archives wing; library, Old Coast map on upper desk | | 15 | 1958/3794 | Archives wing; coins under hallway table | | 20 | 1978/3794 | Archives wing; hemlock essence in branding room | | 25 | 2003/3794 | Archives wing; interrogation room stair, locker pouch | | 25 | 2028/3794 | Offices, 3F; meeting room, locker pouch | | 25 | 2053/3794 | Offices, 3F; meeting room, coins under table | | 10 | 2063/3794 | Offices, 3F; meeting room lounge area, coin on chair | | 100 | 2163/3794 | Offices, 3F; meeting room lounge area, cigarette case | | 300 | 2463/3794 | Offices, B1; overseer's hidden room, painting | | 11 | 2474/3794 | Offices, B1; overseer's hidden room, coins on sill | | 28 | 2502/3794 | Offices, B1; overseer's hidden room, coins by mattress | | 150 | 2652/3794 | Offices, B1; overseer's hidden room, display case plate | | 87 | 2739/3794 | Offices, 1F; inside collection box | | 15 | 2754/3794 | Offices, 1F; coins by main hall collection box | | 200 | 2954/3794 | Offices, 1F; Holger's Gem in Grafton's burial urn | |_____|___________|_________________________________________________________| The Kennels is a small area beneath the archives, connecting the office's outer courtyard to the office's main hall. The Hound Disposal Room's code is 2-1-7, referenced by a guard note in the sitting area. _____ ___________ _____________ | AMT | TOTAL AMT |_________________________________________/ THE KENNELS |_ |�����|�����������|���������������������������������������������������������| | 25 | 2979/3794 | GUARD LOOT: carried by overseer who begins by Cage D | | 10 | 2989/3794 | Cage A, coins along wall opposite cage | | 50 | 3039/3794 | Cage A, money pouch | | 10 | 3049/3794 | Cage A, copper wire | | 50 | 3099/3794 | Cage between B & C; pouch (climb into via ceiling) | | 25 | 3124/3794 | Cage F, pouch by corpse | | 20 | 3144/3794 | Cage F, coins by corpse | | 30 | 3174/3794 | Guard sitting area, whale oil on locker | | 20 | 3194/3794 | Guard sitting area, hemlock essence in locker | | 25 | 3219/3794 | Guard sitting area, coins by food tray | | 50 | 3269/3794 | Hound disposal room, pouch by corpses | |_____|___________|_________________________________________________________| The Backyard, the mission's final area, is accessed from the overseer office (1F main hall) or the Holger Square street. _____ ___________ __________ | AMT | TOTAL AMT |____________________________________________/ BACKYARD |_ |�����|�����������|���������������������������������������������������������| | 20 | 3289/3794 | Small guard booth by alarm stairway; pouch | | 50 | 3339/3794 | Crawlspace below alarm stairway; pouch | | 100 | 3439/3794 | 2F room above office entrance; ingot in safe | | 10 | 3449/3794 | Bunkhouse, copper wire underneath roof sign | | 10 | 3459/3794 | Bunkhouse, locker pouch | | 15 | 3474/3794 | Bunkhouse, locker coins | | 50 | 3524/3794 | Bunkhouse, pouch in safe | | 20 | 3544/3794 | Workshop, tyvian ore under stove | | 10 | 3554/3794 | Workshop, copper wire on shelf | | 30 | 3584/3794 | Workshop, powdered crystal on shelf | | 20 | 3604/3794 | Workshop, herbs on shelf | | 20 | 3624/3794 | Workshop, tyvian ore on shelf | | 20 | 3644/3794 | Workshop, hemlock essence on sink | | 25 | 3669/3794 | Workshop, pouch on cabinet by workshop entrance | | 15 | 3684/3794 | Mess Hall, coins on and below table | | 10 | 3694/3794 | Alley accessed from Holger St.; pouch by upper trashbin | | 20 | 3714/3794 | Alley accessed from Holger St.; food cellar, pouch | | 30 | 3744/3794 | Bone charm warehouse; pouch/coins by grindstone table | | 25 | 3769/3794 | Cliffside building, hidden room with bone charm; pouch | | 25 | 3794/3794 | Backside dock, coins on barrel by Samuel | |_____|___________|_________________________________________________________| _______________________________________________________________________________ ������������������������������������������������������������������������������� HOUSE OF PLEASURE [CL03] _______________________________________________________________________________ ������������������������������������������������������������������������������� The pub is visited directly after the overseer mission. Sleeping begins the "House of Pleasure" mission, which contains the other half of the items here. _____ ___________ _____________________ | AMT | TOTAL AMT |_________________________________/ HOUND PITS PUB [II] |_ |�����|�����������|���������������������������������������������������������| | 100 | 100/239 | Callista's reward if her uncle Geoff Curnow as saved | | 20 | 120/239 | Piero's garage, 2F; ore in trunk | | 30 | 150/239 | Hound Pits Pub, 2F; Lord Pendleton's room, whale oil | | 20 | 170/239 | Hound Pits Pub, 2F; servant quarters, h.e. behind chair | | 20 | 190/239 | Emily's Tower; herbs under bed | | 10 | 200/239 | Pub sewers; wire near sewer drain entrance by Havelock | | 11 | 211/239 | Pub sewers; coins in rowboat against sewer grate | | 6 | 217/239 | Pub sewers; coins on walkway between boat and pub door | | 10 | 227/239 | Pub sewers; coin in water near door to pub basement | | 6 | 233/239 | Pub sewers; weeper area, coins on floor by rune cabinet | | 6 | 239/239 | Pub sewers; weeper area, coins in water by rune cabinet | |_____|___________|_________________________________________________________| _____ ___________ _________________________ | AMT | TOTAL AMT |_____________________________/ ENDORIA & BOTTLE STREET |_ |�����|�����������|���������������������������������������������������������| | 10 | 10/4084 | GUARD LOOT: 1st waterfront guard | | 10 | 20/4084 | Endoria St.; Granny Rags' place, outdoor cabinet pouch | | 10 | 30/4084 | Endoria St.; Granny Rags' place, outdoor cabinet wire | | 12 | 42/4084 | Endoria St.; Granny Rags' place, outdoor roof lookout | | 10 | 52/4084 | Bottle St.; carried by a thug near distillery entrance | | 28 | 80/4084 | Bottle St.; Griff's store, coins on countertop | | 20 | 100/4084 | Bottle St.; Griff's store, herbs on fishmonger cart | | 10 | 110/4084 | Bottle St.; highest apartment, wire on shelf | | 50 | 160/4084 | Bottle St.; highest apartment, pouch on shelf | | 10 | 170/4084 | Bottle St.; highest apartment, wire by bone charm | | 20 | 190/4084 | Bottle St.; highest apartment, herbs near bone charm | | 50 | 240/4084 | Bottle St.; carried by Griff himself | |_____|___________|_________________________________________________________| _____ ___________ ____________________________ | AMT | TOTAL AMT |__________________________/ DUNWALL WHISKEY DISTILLERY |_ |�����|�����������|���������������������������������������������������������| | 20 | 260/4084 | Outdoors; hemlock essence on table near cart track | | 2 | 262/4084 | Outdoors; next to the hemlock essence | | 20 | 282/4084 | Interior; control room, hemlock essence on locker | | 20 | 302/4084 | Interior; crank-opened room, hemlock essence | | 20 | 322/4084 | Interior; crank-opened room, herbs on locker | | 10 | 332/4084 | Interior; crank-opened room, wire on locker | | 30 | 362/4084 | Interior; crank-opened room, powdered crystal | | 30 | 392/4084 | Interior; crank-opened room, whale oil in locker | | 12 | 404/4084 | Interior; crank-opened room, pouch + coins on locker | | 20 | 424/4084 | Interior; weeper cell, herbs on barrel | | 50 | 474/4084 | Interior; weeper cell, moray sextant on table | | 20 | 494/4084 | Interior; weeper cell, herbs on table | | 50 | 544/4084 | Interior; weeper cell, pouch on table | | 100 | 644/4084 | Interior; weeper cell, pouch in locker | | 20 | 664/4084 | Interior; weeper cell, hemlock essence in locker | | 10 | 674/4084 | Interior; weeper cell, wire on locker | | 20 | 694/4084 | Interior; barrel storage, hemlock essence in locker | | 20 | 714/4084 | Interior; barrel storage, hemlock essence in locker | | 10 | 724/4084 | Interior; barrel storage, wire on 2F shelf | | 10 | 734/4084 | Interior; barrel storage, wire on 2F table | |_____|___________|_________________________________________________________| _____ ___________ __________________________ | AMT | TOTAL AMT |____________________________/ JOHN CLAVERING BOULEVARD |_ |�����|�����������|���������������������������������������������������������| | 10 | 744/4084 | GUARD LOOT: patrolman by guard station | | 10 | 754/4084 | By watchtower, copper wire on commodity stack | | 7 | 761/4084 | By watchtower, coins in guard station | | 5 | 766/4084 | End of bridge, pouch by mattress | | 10 | 776/4084 | GUARD LOOT: residential area patrol (paired-up guy) | | 10 | 786/4084 | GUARD LOOT: residential area patrol (paired-up guy) | | 10 | 796/4084 | GUARD LOOT: residential area patrol (Galvani's stoop) | | 10 | 806/4084 | GUARD LOOT: residential area patrol (Galvani's balcony) | | 10 | 816/4084 | Granny Rags' new place; wire on shelf | | 20 | 836/4084 | Granny Rags' new place; hemlock essence on a shelf | | 10 | 846/4084 | GUARD LOOT: residential area patrol (by wall of light) | | 10 | 856/4084 | GUARD LOOT: residential area patrol (by wall of light) | | 10 | 866/4084 | GUARD LOOT: past wall of light | | 10 | 876/4084 | GUARD LOOT: past wall of light | | 10 | 886/4084 | Gaff Street; wire on couch | | 5 | 891/4084 | Gaff Street; pouch beside dumpster | | 10 | 901/4084 | Past wall of light; wire on street commodity stack | |_____|___________|_________________________________________________________| _____ ___________ _______________________ | AMT | TOTAL AMT |_______________________________/ DR. GALVANI'S OFFICES |_ |�����|�����������|���������������������������������������������������������| | 10 | 911/4084 | GUARD LOOT: 1F patrolman | | 20 | 931/4084 | 1F room near pantry; hemlock essence in locker | | 5 | 936/4084 | 1F bunk room; coin on locker | | 1 | 937/4084 | 1F bunk room; coin on table | | 17 | 954/4084 | 2F room near dining room; coins on desk | | 500 | 1454/4084 | 2F room near dining room; pouch in chest | | 10 | 1464/4084 | 3F stairway balcony; kingsparrow feathers on table | | 10 | 1474/4084 | 3F lab; kingsparrow feathers on shelf by secret room | | 10 | 1484/4084 | 3F lab; kingsparrow feathers on table near big desk | | 10 | 1494/4084 | 3F room adjacent to lab; feathers on table | | 10 | 1504/4084 | 3F room adjacent to lab; pouch on shelf | | 25 | 1529/4084 | 3F bathroom; pouch on table | | 20 | 1549/4084 | GUARD LOOT: 3F patrolman | |_____|___________|_________________________________________________________| _____ ___________ __________________________ | AMT | TOTAL AMT |____________________________/ THE GOLDEN CAT BATHHOUSE |_ |�����|�����������|���������������������������������������������������������| | 25 | 1574/4084 | GUARD LOOT: Street patrolman (near rune building) | | 25 | 1599/4084 | GUARD LOOT: Street patrolman (near rune building) | | 25 | 1624/4084 | GUARD LOOT: Street patrolman (near rune building) | | 10 | 1634/4084 | Exterior; coin behind dumpster near bathhouse entrance | | 50 | 1684/4084 | Exterior; carried by noble at entrance (missable) | | 100 | 1784/4084 | Interior 1F; pouch behind front desk | | 25 | 1809/4084 | Interior 1F; pouch and coins behind front desk | | 20 | 1829/4084 | Interior 1F; shower room, hemlock essence on sink | | 10 | 1839/4084 | Interior 1F; shower room, feathers in locker | | 20 | 1859/4084 | Interior 2F; Prudence's office, essence on desk | | 100 | 1959/4084 | Interior 2F; carmine statuette near balcony entrance | | 5 | 1964/4084 | GUARD LOOT: 2F patrolman (argues with friend over girl) | | 10 | 1974/4084 | GUARD LOOT: 2F patrolman (argues with friend over girl) | | 25 | 1999/4084 | GUARD LOOT: 2F patrolman (interior balcony area) | | 25 | 2024/4084 | GUARD LOOT: 2F patrolman (balcony overlooking street) | | 55 | 2079/4084 | Interior 2F; pouch/coins by sleeping guardsman | | 50 | 2129/4084 | GUARD LOOT: Steam Room guard | | 25 | 2154/4084 | GUARD LOOT: Steam Room guard | | 1 | 2155/4084 | Steam Room area; maintenance area, coin in cabinet | | 10 | 2165/4084 | Steam Room area; maintenance area, wire on cabinet | | 100 | 2265/4084 | Steam Room area; carried by Morgan Pendleton | | 100 | 2365/4084 | Steam Room area; on towels in Morgan's steam room | | 25 | 2390/4084 | GUARD LOOT: 3F interior balcony | | 130 | 2520/4084 | 3F Prudence's bedroom; coins on desk | | 100 | 2620/4084 | 3F Prudence's bedroom; pearls in trunk | | 20 | 2640/4084 | 3F Prudence's bedroom; tyvian ore in trunk | | 50 | 2690/4084 | 3F Smoking Room; cigarette case on table | | 30 | 2720/4084 | 3F Smoking Room; coins on table | | 10 | 2730/4084 | 3F outer balcony; wire on small table | | 25 | 2755/4084 | GUARD LOOT: 3F outer balcony | | 100 | 2855/4084 | 3F Gold Room; carried by Custis Pendleton | | 10 | 2865/4084 | 4F Dormitory; feathers on desk | | 2 | 2867/4084 | 4F Dormitory; coins on desk | | 20 | 2887/4084 | 4F Dormitory; herbs in locker | | 5 | 2892/4084 | 4F Dormitory; pouch locker | | 20 | 2912/4084 | 4F Dormitory, far room; herbs in locker | | 1 | 2913/4084 | 4F Dormitory, far room; coin in locker | | 10 | 2923/4084 | 4F Dormitory, far room, pouch in locker | | 20 | 2943/4084 | 4F Dormitory, far room; herbs in locker | | 6 | 2949/4084 | 4F Dormitory, far room; coins on desk | |_____|___________|_________________________________________________________| The dealer's apartment is available between Clavering and Bottle Street, and requires a key to get in via the ground-floor entrances -- this is received from Slackjaw as part of his first task or from the harassed survivor on Gaff Street (adjacent to Clavering). The 2F balcony entrance facing Clavering is unlocked, however. The 3F safe's code can be learned from Bunting, found at the Golden Cat. Stealing the safe's contents, and giving Slackjaw the code afterwards (if doing his 2nd deal), has its own double-crossing trophy. _____ ___________ ________________________ | AMT | TOTAL AMT |______________________________/ ART DEALER'S APARTMENT |_ |�����|�����������|���������������������������������������������������������| | 5 | 2954/4084 | GUARD LOOT: Art Dealer's Apartment, 2F | | 5 | 2959/4084 | GUARD LOOT: Art Dealer's Apartment, 3F | | 20 | 2979/4084 | 1F pantry, herbs | | 20 | 2999/4084 | 1F pantry, herbs | | 30 | 3029/4084 | 1F pantry, powdered crystal | | 300 | 3329/4084 | 2F painting of Sokolov | | 5 | 3334/4084 | 3F, coin in bedroom | | 20 | 3354/4084 | 3F, herbs in bedroom | | 300 | 3654/4084 | 3F, Daud painting in bedroom | | 300 | 3954/4084 | 3F, Pendleton painting (in safe room) | | 100 | 4054/4084 | 3F, carmine urn (in safe room) | | 10 | 4064/4084 | 3F, coins on desk (in safe room) | | 20 | 4084/4084 | 3F, cabinet herbs (in safe room) | |_____|___________|_________________________________________________________| _______________________________________________________________________________ ������������������������������������������������������������������������������� THE ROYAL PHYSICIAN [CL04] _______________________________________________________________________________ ������������������������������������������������������������������������������� _____ ___________ ______________________ | AMT | TOTAL AMT |________________________________/ HOUND PITS PUB [III] |_ |�����|�����������|���������������������������������������������������������| | 20 | ----/---- | Herbs on table outside Piero's garage | | 20 | ----/---- | Tyvian ore on table outside Piero's garage | | 200 | ----/---- | On Corvo's nightstand (if Pendleton bros weren't slain) | |_____|___________|_________________________________________________________| _____ ___________ _____________________ | AMT | TOTAL AMT |_________________________________/ SOUTHSIDE BRIDGEWAY |_ |�����|�����������|���������������������������������������������������������| | 20 | 20/3623 | GUARD LOOT: Patrolman near alarm | | 20 | 40/3623 | Copper wire (2) in dumpster near alarm | | 15 | 55/3623 | Warehouse; coins under 2F walkway | | 40 | 95/3623 | Warehouse; Tyvian ore (2) in locker area | | 25 | 120/3623 | Warehouse; coins in 2F control room cabinet | | 10 | 130/3623 | GUARD LOOT: sentry near warehouse/street footbridge | | 20 | 150/3623 | GUARD LOOT: sentry in second guard station encountered | | 25 | 175/3623 | On corpse near second guard station (at water level) | | 20 | 195/3623 | Abandoned apartment; coins on desk | | 20 | 215/3623 | Abandoned apartment; hemlock essence in bathroom | | 20 | 235/3623 | Water lock area; locker by control panel | | 100 | 335/3623 | Water lock area; 2F weeper apartment, carmine cameo | |_____|___________|_________________________________________________________| _____ ___________ ___________________________________ | AMT | TOTAL AMT |___________________/ DRAWBRIDGE WAY & KALDWIN'S BRIDGE |_ |�����|�����������|���������������������������������������������������������| | 20 | 355/3623 | GUARD LOOT: watchman talking with Pratchett at entrance | | 20 | 375/3623 | Waterside walkway; copper wire (2) on shadowed shelf | | 11 | 386/3623 | Waterside walkway; shelf coins in boarded-up alcove | | 100 | 486/3623 | Pratchett's house, 1F; war medal framed on wall | | 100 | 586/3623 | Pratchett's house, 2F; decor plate on fireplace mantle | | 100 | 686/3623 | Pratchett's house, 2F; sextant in locked desk | | 100 | 786/3623 | Pratchett's house, 3F; cigarette case on stove | | 200 | 986/3623 | Pratchett's house, 3F; ingot (2) in safe | | 10 | 996/3623 | Rune shrine abutting Pratchett's; 4F, coins on table | | 20 | 1016/3623 | Rune shrine abutting Pratchett's; 4F, herbs on shelf | | 20 | 1036/3623 | 2F apartment opposite Pratchett's; hemlock essence | | 20 | 1056/3623 | Apartment abutting rune shrine; 4F, hemlock by corpse | | 10 | 1066/3623 | Apartment abutting rune shrine; feathers on desk | | 20 | 1086/3623 | Apartment abutting rune shrine; coins on desk | | 20 | 1106/3623 | 2F apartment nearest arc pylon; herbs on shelf | | 10 | 1116/3623 | 2F apartment nearest arc pylon; coins on table | | 10 | 1126/3623 | GUARD LOOT: by level's first arc pylon | | 20 | 1146/3623 | GUARD LOOT: by level's first arc pylon (in guard booth) | | 30 | 1176/3623 | Arc pylon area; waterside, whale oil near rowboat | | 40 | 1216/3623 | Kaldwin's Bridge, south side; by corpse high atop area | | 10 | 1226/3623 | GUARD LOOT: Kaldwin's Bridge, north side | | 20 | 1246/3623 | GUARD LOOT: Kaldwin's Bridge, north side (guard booth) | | 250 | 1496/3623 | Kaldwin's Bridge, north side; river krusts (50/per) | | 10 | 1506/3623 | Kaldwin's Bridge, north side; carried by 2F thug | | 25 | 1531/3623 | Kaldwin's Bridge, north side; carried by 2F thug | | 100 | 1631/3623 | Kaldwin's Bridge, north side; apartment krust pearls x3 | |_____|___________|_________________________________________________________| _____ ___________ ___________________ | AMT | TOTAL AMT |___________________________________/ MIDROW SUBSTATION |_ |�����|�����������|���������������������������������������������������������| | 25 | 1656/3623 | GUARD LOOT: upper factory walkway by control booth | | 250 | 1906/3623 | Waterside; 5 river krusts (50/per) | | 12 | 1918/3623 | Waterside campfire; coins underneath river krust | | 20 | 1938/3623 | Dumpster near wall of light; copper wire and coins | | 20 | 1958/3623 | Factory interior; copper wire (2) on shelf | | 8 | 1966/3623 | Bone charm warehouse, 3F; coins in locker | | 40 | 2006/3623 | Bone charm warehouse, 4F; tyvian ore (2) on shelf | | 60 | 2066/3623 | Bone charm warehouse, 4F; p. crystal (2) on shelf | | 35 | 2101/3623 | Bone charm warehouse, 4F; coins by corpse | | 20 | 2121/3623 | Bone charm warehouse, 1F; herbs by survivor | |_____|___________|_________________________________________________________| _____ ___________ _______________ | AMT | TOTAL AMT |_______________________________________/ THE NORTH END |_ |�����|�����������|���������������������������������������������������������| | 7 | 2128/3623 | Bone charm apt. by entrance, 1F; coins in locker | | 120 | 2248/3623 | Bone charm apt. by entrance, 1F; inchmouth urn & coins | | 13 | 2261/3623 | Bone charm apt. by entrance, 3F; coins in cabinet | | 20 | 2281/3623 | Bone charm apt. by entrance, roof; corpse loot | | 10 | 2291/3623 | GUARD LOOT: street-level patroller by survivors' cage | | 25 | 2316/3623 | Rat-infested crank wheel room, 1F; coins on table | | 10 | 2326/3623 | Rat-infested crank wheel bldg., roof; feathers in vent | | 100 | 2426/3623 | Survivor cage building, 2F; jewel box in safe | | 20 | 2446/3623 | Survivor cage building, 2F; hemlock essence on desk | | 200 | 2646/3623 | Survivor cage building, 3F; safe behind painting | | 22 | 2668/3623 | Flat overlooking Sokolov bldg alarm, 4F; coins in desk | | 20 | 2688/3623 | GUARD LOOT: sentry in front of Sokolov's, by alarm | | 20 | 2708/3623 | GUARD LOOT: Sokolov's Mansion, 1F overseer | | 300 | 3008/3623 | Sokolov's Mansion, 1F; Lady Boyle painting | | 20 | 3028/3623 | Sokolov's Mansion, 2F; wire (2) by alarm walkway | | 60 | 3088/3623 | Sokolov's Mansion, 2F; oil (2) lockers by alarm walkway | | 20 | 3108/3623 | GUARD LOOT: patrolman near 2F kitchens/wall of light | | 10 | 3118/3623 | GUARD LOOT: 3F lab/bedroom hallway guard | | 75 | 3193/3623 | Sokolov's Mansion, 3F; Old Coast map in bedroom | | 300 | 3493/3623 | Sokolov's Mansion, 3F; ingots in locked bedroom desk | | 20 | 3513/3623 | Sokolov's Mansion, 3F; hemlock essence on lab table | | 20 | 3533/3623 | Sokolov's Mansion, 3F; herbs on lab table | | 60 | 3593/3623 | Sokolov's Mansion, 3F; powdered crystal (2) on tables | | 30 | 3623/3623 | Sokolov's Mansion, 3F; whale oil by dispenser | |_____|___________|_________________________________________________________| _______________________________________________________________________________ ������������������������������������������������������������������������������� LADY BOYLE'S LAST PARTY [CL05] _______________________________________________________________________________ ������������������������������������������������������������������������������� Like usual, the Hound Pits segment bridges the two ongoing missions. Corvo can get the first portion before sleeping, and the kennel stuff after a nap. Note that the wire under the kennel stairway is almost completely buried and nigh impossible to notice without Dark Vision LV2. Also, the key to the old apartment across the street is under Cecilia's bunk in the servant quarters; she'll direct Corvo to it when spoken to. _____ ___________ ________________ | AMT | TOTAL AMT |______________________________________/ HOUND PITS PUB |_ |�����|�����������|���������������������������������������������������������| | 10 | ----/---- | Outside; wire along Piero's garage, near pub entrance | | 20 | ----/---- | Pub 2F; hemlock essence in Pendleton's quarters | | 50 | ----/---- | Pub 2F; herbs & powdered crystal in servant quarters | | 20 | ----/---- | Emily's Tower; tyvian ore on interior table | | 20 | ----/---- | Abandoned Apartment; hemlock on shelf near entrance | | 150 | ----/---- | Abandoned Apartment; cameo on top shelf (by food) | | 30 | ----/---- | Abandoned Apartment; whale oil in sitting area | | 10 | ----/---- | Kennels; wire in debris underneath stairway | | 20 | ----/---- | Kennels; hemlock essence on unused kennel in back | | 20 | ----/---- | Kennels 2F; herbs on shelf | | 20 | ----/---- | Kennels 2F; tyvian ore on shelf | | 20 | ----/---- | Kennels 2F; tyvian ore on opposite shelf | |_____|___________|_________________________________________________________| The entrance to the sewers running beneath the Boyle Estate is accessible from the river itself. The key to the locked gate is in the river mud right nearby, though it's hard to spot without Dark Vision's highlighting. This provides an alternate route into the party, through the B2 cellar. Similarly, those who can't find the key for some reason can leave the party through the same route, using the turncrank to reach Samuel and foregoing the need for a key. _____ ___________ _________________ | AMT | TOTAL AMT |_____________________________________/ ESTATE DISTRICT |_ |�����|�����������|���������������������������������������������������������| | 10 | 10/4915 | Sewers beneath Boyle Estate; wire by a chair | | 1 | 11/4915 | Barcroft Court, low space by apts; coin in gutter | | 10 | 21/4915 | Barcroft Court, carried by survivor at checkpoint | | 10 | 31/4915 | Barcroft Court, wire by lantern crate | | 10 | 41/4915 | Barcroft Court, wire by table with rewire tool on it | | 10 | 51/4915 | Barcroft Court, wire by big scaffolding thing (on base) | | 20 | 71/4915 | Mintry St. liquor store, 4F; shrine room, herbs by rune | | 50 | 121/4915 | Mintry St. liquor store; shrine room, hemlock & crystal | | 5 | 126/4915 | Mintry St. liquor store; shrine room, coin on the floor | | 1 | 127/4915 | Mintry St. liquor store; walkway by rooftop entrance | | 10 | 137/4915 | Greasely Boulevard apartment; feathers on table | | 30 | 167/4915 | Greasely Boulevard apartment; whale oil by the feathers | | 30 | 197/4915 | Greasely Boulevard apartment; powdered crystal on table | | 40 | 237/4915 | Greasely Boulevard apartment; herbs (2) by table | | 5 | 242/4915 | Greasely Boulevard apartment; coin by radiator | | 5 | 247/4915 | Greasely Boulevard guard booth #1; on locker | | 1 | 248/4915 | Greasely Boulevard; in dumpster by guard booth #1 | | 5 | 253/4915 | Greasely Boulevard guard booth #2, coin inside | | 1 | 254/4915 | Greasely Boulevard; coin at dead end past guard booth | | 20 | 274/4915 | Ogelsby Way apartment, 1F; herbs in dumpster | | 1 | 275/4915 | Ogelsby Way apartment, 1F; coin opposite dumpster | | 5 | 280/4915 | Ogelsby Way apartment, 1F; coin by weeper group | | 30 | 310/4915 | Ogelsby Way apartment, 3F; whale oil on shelf | | 20 | 330/4915 | Ogelsby Way apartment, 3F; herbs in locker | | 10 | 340/4915 | Ogelsby Way apartment, 3F; feathers on low shelf | | 60 | 400/4915 | Ogelsby Way apartment, 3F; oil (2) by bone charm shelf | | 32 | 432/4915 | Ogelsby Way apartment, 3F; oil + coins in back room | | 1 | 433/4915 | Ogelsby Way Apartment, 3F; coin on locked balcony | |_____|___________|_________________________________________________________| The exterior contains the street entrance, the gatehouse, the twin entrances to the party, plus the guard quarters building. If one climbs to the top of the latter, they can blink onto the 2F balcony, getting quick access to the forbidden wings. As for loot, note that the guests who appear on the street may not spawn at all if Corvo sneaks in through Ogelsby Way (etc.), resulting in a 75-coin loss. Those NPCs don't appear again, probably because they've lost their invitation. _____ ___________ ______________________ | AMT | TOTAL AMT |________________________________/ BOYLE ESTATE GROUNDS |_ |�����|�����������|���������������������������������������������������������| | 50 | 483/4915 | Street entrance; carried by male guest | | 25 | 508/4915 | Street entrance; carried by female guest | | 25 | 533/4915 | Front Gate area; carried by female guest | | 25 | 558/4915 | Front Gate area; carried by male guest | | 40 | 598/4915 | Gatehouse; herb (2) canisters on table and shelf | | 10 | 608/4915 | Guard Quarters 1F; wire just inside entrance | | 2 | 610/4915 | Guard Quarters 2F; coins on desk | | 100 | 710/4915 | Garden area; carried by Lord Shaw | |_____|___________|_________________________________________________________| Loot-wise, the first floor causes the most problems, since the sought-after purses are carried by guests, and they move around a bit. Dark Vision LV2'll fix most of those problems. The upper floor is empty except for guards, so it's far easier to find its secrets. One of the bedrooms upstairs -- of the woman chosen as Lord Regent's mistress -- contains the basement vault's key. _____ ___________ ____________________________ | AMT | TOTAL AMT |__________________________/ BOYLE ESTATE 1F & BASEMENT |_ |�����|�����������|���������������������������������������������������������| | 100 | 810/4915 | GUEST LOOT: carried by Lady Boyle in White | | 100 | 910/4915 | GUEST LOOT: carried by Lady Boyle in Black | | 100 | 1010/4915 | GUEST LOOT: carried by Lady Boyle in Red | | 100 | 1110/4915 | GUEST LOOT: carried by Ramsey in the library area | | 100 | 1210/4915 | GUEST LOOT: carried by Miss White in the library area | | 100 | 1310/4915 | GUEST LOOT: carried by Lord Brisby in the trophy den | | 20 | 1330/4915 | GUEST LOOT: Male guest in dining area | | 50 | 1380/4915 | GUEST LOOT: Male guest in dining area | | 25 | 1405/4915 | GUEST LOOT: Male guest in dining area | | 20 | 1425/4915 | GUEST LOOT: Female guest in hallway | | 20 | 1445/4915 | GUEST LOOT: Male guest in hallway | | 10 | 1455/4915 | GUEST LOOT: Male guest in trophy den | | 20 | 1475/4915 | GUEST LOOT: Male guest in trophy den | | 50 | 1525/4915 | GUEST LOOT: Male guest in trophy den | | 25 | 1550/4915 | GUEST LOOT: Patrolling watch officer | | 20 | 1570/4915 | GUEST LOOT: Patrolling female guest | | 20 | 1590/4915 | GUEST LOOT: Male guest in foyer gaming parlor | | 50 | 1640/4915 | GUEST LOOT: Male guest in foyer gaming parlor | | 20 | 1660/4915 | GUEST LOOT: Female guest in foyer gaming parlor | | 20 | 1680/4915 | 1F bathroom, hemlock essence on sink | | 150 | 1830/4915 | 1F lounge, sextant on table | | 150 | 1980/4915 | 1F library/sitting area, whale statuette on table | | 9 | 1989/4915 | B1 kitchens; coins (5) on bunk and both lockers | | 20 | 2009/4915 | B2 cellar; hemlock on wine cask | | 1 | 2010/4915 | B2 cellar; coin near cask that has hemlock essence | | 40 | 2050/4915 | B2 cellar; tyvian ore (2) in vault | | 150 | 2200/4915 | B2 cellar; imperial urn in vault | | 500 | 2700/4915 | B2 cellar; ingots (5) in vault | |_____|___________|_________________________________________________________| The 2F area has guards and this whole area is off-limits. There's little in the way of secret passages, except for the attic crawlspace connecting Esma and Waverly's rooms (which sidesteps the need to pickpocket/loot a particular key to the latter's chamber). _____ ___________ _______________________ | AMT | TOTAL AMT |_______________________________/ BOYLE ESTATE UPSTAIRS |_ |�����|�����������|���������������������������������������������������������| | 25 | 2725/4915 | Esma's chambers; pearl in bathroom chest | | 150 | 2875/4915 | Esma's chambers; war medal on bedroom table | | 25 | 2900/4915 | Waverly's chambers; pearl in chest | | 150 | 3050/4915 | Waverly's chambers; jewelbox on vanity | | 150 | 3200/4915 | Waverly's chambers; decor plate on nightstand | | 175 | 3375/4915 | Lydia's chambers; chest full of pearls | | 50 | 3425/4915 | Lydia's chambers; pearl in antechamber | | 200 | 3625/4915 | Lydia's chambers; pearl and pocketwatch in wardrobe | | 20 | 3645/4915 | Lydia's chambers; coins on nightstand | | 150 | 3795/4915 | Showroom; Boyle Egg on display | | 300 | 4095/4915 | Showroom; Sokolov painting | | 300 | 4395/4915 | One of the bedrooms; Sokolov painting | | 20 | 4415/4915 | Linen closet between Esma & Waverly's rooms; coins | | 150 | 4565/4915 | Bathroom near Lydia's chambers; cigarette case | | 350 | 4915/4915 | 3F attic; ingots and cameo in chest | |_____|___________|_________________________________________________________| _______________________________________________________________________________ ������������������������������������������������������������������������������� RETURN TO THE TOWER [CL06] _______________________________________________________________________________ ������������������������������������������������������������������������������� _____ ___________ ________________ | AMT | TOTAL AMT |______________________________________/ HOUND PITS PUB |_ |�����|�����������|���������������������������������������������������������| | 10 | ----/---- | Piero's Garage 2F; wire on top of trunk | | 20 | ----/---- | Hound Pits Pub 1F; herbs on bar counter | | 30 | ----/---- | Hound Pits Pub 3F; powdered crystal on stairway table | | 100 | ----/---- | Hound Pits Sewer; river krust (2) pearls | |_____|___________|_________________________________________________________| _____ ___________ _________________________ | AMT | TOTAL AMT |_____________________________/ DUNWALL TOWER WATERLOCK |_ |�����|�����������|���������������������������������������������������������| | 16 | 16/2175 | Waterlock shaft, corpse coins by bone charm | | 20 | 36/2175 | GUARD LOOT: Patroller at top of waterlock | | 30 | 66/2175 | Arc pylon room, whale oil on console | | 10 | 76/2175 | Arc pylon room, wire on back console | | 20 | 96/2175 | Top of waterlock, herbs on console near wall of light | |_____|___________|_________________________________________________________| _____ ___________ ________________________ | AMT | TOTAL AMT |______________________________/ DUNWALL TOWER EXTERIOR |_ |�����|�����������|���������������������������������������������������������| | 30 | 126/2175 | Lower bridge area; oil on crate near waterlock bldg | | 20 | 146/2175 | Guard booth past bridge; hemlock on nearby crate | | 30 | 176/2175 | Guard booth in watchtower's sights; powdered crystal | | 10 | 186/2175 | Guard booth in watchtower's sights; feathers on roof | | 50 | 236/2175 | GUARD LOOT: patrolman with maid at pavilion | | 20 | 256/2175 | Moat Control Room; hemlock essence on shelf | | 20 | 276/2175 | Moat Control Room; tyvian ore on table | | 20 | 296/2175 | Moat Control Room; herbs on shelf | | 3 | 299/2175 | Moat; underneath small bridge leading into palace | | 2 | 301/2175 | Moat; around corner farthest from moat control room | | 30 | 331/2175 | Moat-accessed drainage area; powdered crystal on ledge | | 20 | 351/2175 | Moat-accessed drainage area; herbs by sink | | 7 | 358/2175 | Moat-accessed drainage area; sunken coins by moat entr. | | 20 | 378/2175 | Rampart servant Quarters; herbs on shelf | | 12 | 390/2175 | Rampart servant Quarters; coins on table | | 10 | 400/2175 | GUARD LOOT: watchman on ramparts along palace | | 30 | 430/2175 | Wall guard station nearest watchtower; oil on shelf | | 20 | 450/2175 | Wall guard station nearest watchtower; ore on shelf | | 20 | 470/2175 | Wall guard station nearest watchtower; locker's hemlock | | 20 | 490/2175 | Wall guard station; tyvian ore underneath station | | 50 | 540/2175 | GUARD LOOT: Palace guard on front steps | | 30 | 570/2175 | Guard booth by palace steps; whale oil inside | | 10 | 580/2175 | Upper edifice vent entrance; wire by opening | |_____|___________|_________________________________________________________| _____ ___________ ________________________ | AMT | TOTAL AMT |______________________________/ DUNWALL TOWER INTERIOR |_ |�����|�����������|���������������������������������������������������������| | 50 | 630/2175 | GUARD LOOT: F1 patrolman near foyer wall of light | | 10 | 640/2175 | GUARD LOOT: F1 patrolman in storage-filled corridor | | 20 | 660/2175 | Tower F1, kitchen; herbs on table | | 10 | 670/2175 | Tower F1, kitchen; copper wire on back shelf | | 30 | 700/2175 | Tower F1, sleeping quarters #1; oil on locker | | 10 | 710/2175 | Tower F1, sleeping quarters #1; feathers in locker | | 5 | 715/2175 | Tower F1, sleeping quarters #1; coin on bunk | | 20 | 735/2175 | Tower F1, sleeping quarters #2; hemlock on shelf | | 10 | 745/2175 | Tower F1, sleeping quarters #2; coin (2) on bedstands | | 20 | 765/2175 | Tower F1, Seven Strictures chamber; tyvian ore in chest | | 15 | 780/2175 | Tower F1, Seven Strictures chamber; table/lectern coins | | 150 | 930/2175 | Tower F1, stairway showroom area; egg in display case | | 150 | 1080/2175 | Tower F1, stairway showroom area; urn in display case | | 10 | 1090/2175 | Tower B1, torturer's room; coin on table & under victim | | 50 | 1140/2175 | Tower F2, music room; moray decor plate on table | | 300 | 1440/2175 | Tower F2, music room; Empress painting above fireplace | | 150 | 1590/2175 | Tower F2, Lord Regent's room; jewel box in safe | | 30 | 1620/2175 | Tower F2, bathroom by Lord Regent's room; oil by toilet | | 150 | 1770/2175 | Tower F2, Gen. Tobias' room; watch on desk | | 20 | 1790/2175 | Tower F2, Gen. Tobias' room; coins on desk | | 30 | 1820/2175 | Tower F2, Mistress' room; powdered crystal on bureau | | 20 | 1840/2175 | Tower F2, Mistress' room; hemlock essence by bedside | | 5 | 1845/2175 | Tower F2, Mistress' room; coin on bureau | | 150 | 1995/2175 | Tower F2, fireplace hideaway; cigarette case by desk | | 10 | 2005/2175 | Tower F2, fireplace hideaway; coin on desk | | 20 | 2025/2175 | Tower F2, fireplace hideaway; hemlock essence on desk | |_____|___________|_________________________________________________________| The rooftop is accessed only from the interior 2F stairwell, on the opposite side of the foyer from the broadcasting tower. _____ ___________ _______________________ | AMT | TOTAL AMT |_______________________________/ DUNWALL TOWER ROOFTOP |_ |�����|�����������|���������������������������������������������������������| | 20 | 2045/2175 | GUARD LOOT: Patrolman in front of safehouse | | 60 | 2105/2175 | Lord Regent's safehouse; oil (2) in 1F storage room | | 30 | 2135/2175 | Lord Regent's safehouse; p. crystal in 1F storage room | | 20 | 2155/2175 | Lord Regent's safehouse; herbs in 1F storage room | | 10 | 2165/2175 | Lord Regent's safehouse; shelf coin in 1F storage room | | 10 | 2175/2175 | Lord Regent's safehouse; coin atop whale oil socket | |_____|___________|_________________________________________________________| These Hound Pit items must be collected before going to sleep, which ends the level. _____ ___________ ________________ | AMT | TOTAL AMT |______________________________________/ HOUND PITS PUB |_ |�����|�����������|���������������������������������������������������������| | 20 | ----/---- | tyvian ore in a dumpster near Samuel's shack | | 20 | ----/---- | Pub 1F, distillery; hemlock behind the vat | | 30 | ----/---- | Emily's Tower; powdered crystal on shelf | | 100 | ----/---- | Pub Sewers; river krusts (2) that hold pearls | |_____|___________|_________________________________________________________| _______________________________________________________________________________ ������������������������������������������������������������������������������� THE FLOODED DISTRICT [CL07] _______________________________________________________________________________ ������������������������������������������������������������������������������� _____ ___________ _____________________ | AMT | TOTAL AMT |_________________________________/ RUDSHORE WATERFRONT |_ |�����|�����������|���������������������������������������������������������| | 20 | 20/5635 | Confinement building; herbs in staircase locker | | 6 | 26/5635 | Confinement building; coins in top-floor locker | | 20 | 46/5635 | Confinement building; wire (2) on top-floor crates | | 6 | 52/5635 | Confinement building; coins in watery basement of area | | 32 | 84/5635 | Agroosh Way; wire, coins and ore behind billboard | | 50 | 134/5635 | Agroosh Way; apartment by wooden walkways; fish statue | | 30 | 164/5635 | Agroosh Way; apartment by wooden walkways; p. crystal | | 12 | 176/5635 | Agroosh Way; apartment by wooden walkways; locker coins | | 6 | 182/5635 | Agroosh Way; waterside corpse coins nearly under skyway | | 150 | 332/5635 | Overseer Massacre bldg; 4 of 6 river krusts have pearls | | 75 | 407/5635 | Cen. Rudshore Station area, apt.; Slave Routes map | | 13 | 420/5635 | Cen. Rudshore Station area, apt.; coins on shelf | | 6 | 426/5635 | Cen. Rudshore Station area; coins on box by tree | | 3 | 429/5635 | Cen. Rudshore Station area; coins on box by tree | | 7 | 436/5635 | Cen. Rudshore Station area; coins on box by base entr. | | 20 | 456/5635 | Ebenazar Causeway river krust area; ore in dumpster | | 250 | 706/5635 | Ebenazar Causeway river krust area; krusts' pearls (7) | | 300 | 1006/5635 | Ebenazar Causeway apartment; rat/weeper painting | | 3 | 1009/5635 | Ebenazar Causeway apartment, next door; coins on stove | | 50 | 1059/5635 | Weeper alley area; pocketwatch by corpse | | 9 | 1068/5635 | Weeper alley area; coins on food stand | | 14 | 1082/5635 | Weeper alley area; pouch and coins on campsite mattress | | 50 | 1132/5635 | Weeper alley area; cigarette case by upper mattresses | | 3 | 1135/5635 | Weeper alley area; coins by upper mattresses | | 3 | 1138/5635 | Weeper alley area; coins in bone charm apartment | | 52 | 1190/5635 | Weeper alley area; rooftop corpse w/ cameo and coins | |_____|___________|_________________________________________________________| _____ ___________ _________________ | AMT | TOTAL AMT |_____________________________________/ GREAVES FACTORY |_ |�����|�����������|���������������������������������������������������������| | 10 | 1200/5635 | 1st weeper area; pouch by mattress | | 30 | 1230/5635 | 1st weeper area; wire and tyvian ore on vent system | | 14 | 1244/5635 | 1st weeper area; coins by campfire (two clusters) | | 10 | 1254/5635 | Civilian corpse by dead overseers (behind tall gate) | | 175 | 1429/5635 | River krusts just inside refinery grounds | | 12 | 1441/5635 | Tank-filled boat by 1st river crust patch; boat coins | | 200 | 1641/5635 | River krusts at foot of dumping grounds building | | 75 | 1716/5635 | Stairway control room; Western Ocean map by table | | 9 | 1725/5635 | Stairway control room; coins in lockers (two groups) | | 10 | 1735/5635 | Stairway control room; wire in locker | | 20 | 1755/5635 | Stairway control room; herbs in locker | | 30 | 1785/5635 | Stairway control room; whale oil on locker | | 8 | 1793/5635 | Dumping Grounds, exterior; coins by bone charm | | 25 | 1818/5635 | Dumping Grounds, exterior; coins on pipes by 1st chain | | 60 | 1878/5635 | Dumping Grounds, interior; oil (2) in top-floor lockers | | 20 | 1898/5635 | Dumping Grounds, interior; herbs in top-floor locker | | 10 | 1908/5635 | Dumping Grounds, interior; wire in top-floor locker | | 75 | 1983/5635 | Dumping Grounds, interior; Whaling Territories map | | 8 | 1991/5635 | Dumping Grounds, interior; coins in boarded-up area | | 23 | 2014/5635 | Dumping Grounds, interior; coins+herbs by weeper camp | | 60 | 2074/5635 | Dumping Grounds, interior; oil (2) on midlevel consoles | | 10 | 2084/5635 | Dumping Grounds, interior bottom; wire in flipped cart | | 20 | 2104/5635 | Dumping Grounds, interior bottom; tyvian ore on shelf | | 30 | 2134/5635 | Dumping Grounds, interior bottom; whale oil on shelf | |_____|___________|_________________________________________________________| _____ ___________ __________________ | AMT | TOTAL AMT |____________________________________/ CENTRAL RUDSHORE |_ |�����|�����������|���������������������������������������������������������| | 150 | 2284/5635 | Base Exterior, safe building; whale statue in safe | | 33 | 2317/5635 | Base Exterior, Inhabitable Bldg 1; crystal and coins | | 20 | 2337/5635 | Base Exterior, Inhabitable Bldg 2; hemlock on walkway | | 50 | 2387/5635 | Base Exterior, outdoor kitchen; perth plate on stove | | 7 | 2394/5635 | Base Exterior, broken bldg by base entrance; box coins | | 1 | 2395/5635 | Base Interior, cubicle area; coin on bench | | 30 | 2425/5635 | Base Interior, cubicle area; powdered crystal on a desk | | 40 | 2465/5635 | Base Interior, cubicle area; hemlock (2) in back trunk | | 6 | 2471/5635 | Base Interior, cubicle area; coins on desk by trunk | | 7 | 2478/5635 | Base Interior, training room; coins by elixirs | | 4 | 2482/5635 | Base Interior, outside Daud's room; coins on floor | | 15 | 2497/5635 | Base Interior, Daud's room; pouch carried by Daud | | 8 | 2505/5635 | Base Interior, Daud's room; coins on shelf by his bed | | 100 | 2605/5635 | Base Interior, Daud's room; jewel box in locked trunk | | 28 | 2633/5635 | Base Interior, cubicle area; coins in locked drawer | | 100 | 2733/5635 | Base Interior, cubicle area; watch in locked drawer | | 13 | 2746/5635 | Base Exterior, back area; coins on top-floor desk | | 22 | 2768/5635 | Base Exterior, back area; hemlock and coins by food | | 150 | 2918/5635 | Base Exterior, back area; sextant in locked cabinet | | 300 | 3218/5635 | Base Interior, basement shaft; Torturer painting | |_____|___________|_________________________________________________________| _____ ___________ _______________ | AMT | TOTAL AMT |_______________________________________/ RUDSHORE GATE |_ |�����|�����������|���������������������������������������������������������| | 110 | 3328/5635 | Old Mosley Canal; cameo and coins on bridge | | 10 | 3338/5635 | Old Mosley Canal; wire on ground by apt. sidewalk | | 20 | 3358/5635 | Old Mosley Canal; herbs in makeshift sidewalk camp | | 10 | 3368/5635 | Mosley's Warehouse; wire on debris pile between 1F & 2F | | 10 | 3378/5635 | Mosley's Warehouse; NPC-carried pouch | | 50 | 3428/5635 | Mosley's Warehouse; urn in locked stash room | | 150 | 3578/5635 | Mosley's Warehouse; war medal in locked stash room | | 14 | 3592/5635 | Mosley's Warehouse; table coins in locked stash room | | 50 | 3642/5635 | Slum apartment w/ survivor; statuette in cabinet | | 18 | 3660/5635 | Slum apartment w/o survivor; coins on upper floor table | | 7 | 3667/5635 | Slum apartment area; apt under survivor's, desk coins | | 30 | 3697/5635 | Slum apartment area; ore & wire in dumpster under rail | | 20 | 3717/5635 | Pluckebaum Avenue; herbs in dumpster | | 3 | 3720/5635 | Pluckebaum Avenue alley; coins on table by ruined bldg. | | 13 | 3733/5635 | 1st Weeper Tenement, 1F; coins in locked room | | 13 | 3746/5635 | 1st Weeper Tenement, 3F; weeper room, wire and coins | | 100 | 3846/5635 | 2nd Weeper Tenement, 3F; hound statue in corpse room | | 12 | 3858/5635 | Ruined Hotel, 2F; coins by stairway, on chair | | 16 | 3874/5635 | Ruined Hotel, 3F; coins on old mattress | | 30 | 3904/5635 | Ruined Hotel, 3F; behind locked door, pouch & hemlock | |_____|___________|_________________________________________________________| Slackjaw's 600-coin reward -- the largest single source in the game, to my knowledge -- is missable if one assists Granny Rags instead. Of course, one can't even get reach that arena without first having done a sidequest for each in the early chapters. _____ ___________ ___________________ | AMT | TOTAL AMT |___________________________________/ OLD PORT DISTRICT |_ |�����|�����������|���������������������������������������������������������| | 20 | 3924/5635 | Dead-end street, by weeper campfire; corpse's pouch | | 50 | 3974/5635 | Sewers, 1st river krust group | | 18 | 3992/5635 | Sewers, coins by 1st river krust group (two piles) | | 125 | 4117/5635 | Sewers, 2nd river krust group | | 100 | 4217/5635 | Sewers, ingot in the bone charm safe | | 50 | 5267/5635 | Sewers, 3rd river krust group | | 40 | 4307/5635 | Sewers, sunken tunnel; coin (4) on cabinet toward end | | 10 | 4317/5635 | Sewers, platform behind long underwater section; wire | | 30 | 4347/5635 | Sewers, feathers and herbs by Slackjaw's stockade | | 300 | 4647/5635 | Sewers, Granny Rags' house; Outsider painting above bed | | 30 | 4677/5635 | Sewers, Granny Rags' house; whale oil beside bed | | 600 | 5277/5635 | Sewers, Granny Rags' area; reward for saving Slackjaw | | 30 | 5307/5635 | Sewers, Granny Rags' back room; whale oil on cabinet | | 75 | 5382/5635 | Sewers, Granny Rags' back room; Continent Pandyssa map | | 50 | 5432/5635 | Sewers, Granny Rags' back room; sextant on table | | 10 | 5442/5635 | Sewers, Granny Rags' back room; feathers on table | | 25 | 5467/5635 | Sewers, shantytown area; 4th river krust group | | 13 | 5480/5635 | Sewers, shantytown area; coins below 4th r.k. group | | 20 | 5500/5635 | Sewers, shantytown area; kennel-stuffed weeper corpe | | 50 | 5550/5635 | Sewers, shantytown area; pouch on table by shack | | 75 | 5625/5635 | Sewers, post-shantytown area; 5th river krust group | | 10 | 5635/5635 | Sewers, post-shantytown area; desk coins by exit stair | |_____|___________|_________________________________________________________| _______________________________________________________________________________ ������������������������������������������������������������������������������� THE LOYALISTS [CL08] _______________________________________________________________________________ ������������������������������������������������������������������������������� Note that using the arc pylon method can be doubly annoying: disintegrating foes naturally destroys their loot, while KOing them can still glitch their loot into the ground. Coin fiends will want to eliminate the ranks piecemeal instead, just to be safe. _____ ___________ ________________ | AMT | TOTAL AMT |______________________________________/ HOUND PITS PUB |_ |�����|�����������|���������������������������������������������������������| | 5 | 5/360 | GUARD LOOT: Street patrolman | | 100 | ---/360 | GUARD LOOT: Patrolman who wanders between pub/backyard | | 25 | ---/360 | GUARD LOOT: Patrolman in backyard | | 10 | ---/360 | GUARD LOOT: Patrolman in backyard | | 10 | ---/360 | GUARD LOOT: Patrolman at base of Emily's tower | | 10 | ---/360 | GUARD LOOT: Patrolman in Corvo's quarters | | 100 | ---/360 | Pub sewers, river krust (2) pearls | | 100 | ---/360 | Pub sewers, cameo by audiograph player | |_____|___________|_________________________________________________________| _______________________________________________________________________________ ������������������������������������������������������������������������������� THE LIGHT AT THE END [CL09] _______________________________________________________________________________ ������������������������������������������������������������������������������� In high chaos playthroughs, the 50-coin purse is carried by Martin instead. _____ ___________ ________________________ | AMT | TOTAL AMT |______________________________/ KINGSPARROW LIGHTHOUSE |_ |�����|�����������|���������������������������������������������������������| | 2 | 2/187 | Lighthouse beach; coins in li'l bunker by beachside en. | | 2 | 4/187 | Kingsparrow Fort; beach gate power room, coins on panel | | 6 | 10/187 | Kingsparrow Fort; control room above gates' cntrl room | | 50 | 60/187 | Kingsparrow Fort, upper rampart room; on table | | 17 | 77/187 | Kingsparrow Fort, upper rampart room; on table | | 6 | 83/187 | Kingsparrow Fort, upper ramparts; gatehouse control rm. | | 1 | 84/187 | Kingsparrow Fort, Gatehouse; floor, 2F above entrance | | 3 | 87/187 | Burrows Lighthouse, antechamber coins (by big map room) | | 100 | 187/187 | Burrows Lighthouse, on table near audiograph player | |_____|___________|_________________________________________________________| ____________________________________________________|�| )�)�����|����\_________ ����������������������������������������������������| (/ /| |�| | |�\ \�������� A CAPTAIN OF INDUSTRY | ( | | | | | ) ) [KOD1] ____________________________________________________| (\ \| |_| | |_/ /________ ����������������������������������������������������|_| )_)_____|____/��������� _____ ___________ ____________________ | AMT | TOTAL AMT |__________________________________/ SLAUGHTERHOUSE ROW |_ |�����|�����������|���������������������������������������������������������| | 10 | 10/2053 | Street, mattress coins by electric carriage | | 5 | 15/2053 | 1st Watch Apt. 2F; coin on table | | 10 | 25/2053 | 1st Watch Apt. 2F; wire on table | | 10 | 35/2053 | 1st Watch Apt. 3F; coin in locker | | 25 | 60/2053 | GUARD LOOT: Slaughterhouse Row, 2nd apt. bridge guard | | 20 | 80/2053 | 2nd Watch Apt. 1F; herbs on counter | | 50 | 130/2053 | 2nd Watch Apt. 1F; pouch on desk | | 10 | 140/2053 | 2nd Watch Apt. 1F; coins by stairway desks | | 10 | 150/2053 | 2nd Watch Apt. 2F; coins on stairs | | 20 | 170/2053 | 2nd Watch Apt. 2F; herbs under desk | | 10 | 180/2053 | Street; coins by crate alongside arc pylon | | 25 | 205/2053 | alley by 2nd Watch Apt.; hemlock & coins by corpses | | 10 | 215/2053 | alley by 2nd Watch Apt.; wire on lowest roof, by pipes | | 10 | 225/2053 | thin roof above main street by alley; feathers on top | | 20 | 245/2053 | Granny Rags' ritual chamber; coins on desk and chair | | 30 | 275/2053 | Front gate area; whale oil by cart track buffer stops | | 50 | 325/2053 | GUARD LOOT: Patrolman in safe building | | 10 | 335/2053 | Main Grounds; table coin in safe building | | 10 | 345/2053 | Main Grounds; coins on path leading down to alarm area | | 25 | 370/2053 | GUARD LOOT: Patrolman near slaughterhouse main entrance | | 30 | 400/2053 | Main Grounds; oil by leaking pipe, by main entr. alarm | | 20 | 420/2053 | Main Grounds, lounge; hemlock in locker | | 15 | 435/2053 | Main Grounds, lounge; coins by mattress and table crate | | 10 | 445/2053 | Main Grounds, under electric carriage by main entrance | | 30 | 475/2053 | Main Grounds, cart filling station; whale oil on panel | | 7 | 482/2053 | Main Grounds, loading bay; coins on waterside table | | 25 | 507/2053 | Main Grounds, loading bay; pearl on pylon in water | | 100 | 607/2053 | Main Grounds, safe building; ingot in safe | | 10 | 617/2053 | Main Grounds; wire between lounge & pylon control bldgs | | 25 | 642/2053 | Main Grounds, laborer lockup; pearl under halfpipe | | 30 | 672/2053 | Main Grounds; laborer lockup; oil under leaking tower | | 5 | 677/2053 | Main Grounds, laborer lockup; ground coin by desk | | 5 | 682/2053 | Main Grounds, laborer lockup; ground coin (in cell) | | 10 | 692/2053 | Main Grounds, laborer lockup; wire on console (in cell) | | 20 | 712/2053 | Main Grounds, arc pylon dock; herbs in dock rowboat | | 10 | 722/2053 | Main Grounds, arc pylon dock; wire on dock, by crates | | 10 | 732/2053 | Main Grounds, boat storage; coin in locker | | 100 | 832/2053 | Main Grounds, boat storage; pouch in locker | | 1 | 833/2053 | Main Grounds, boat storage; coin by locker | | 25 | 858/2053 | Main Grounds, boat storage; pearl in boat | | 10 | 868/2053 | Main Grounds, arc pylon area; coins by sewer cntrl lvr | | 25 | 893/2053 | Main Grounds, arc pylon area; pearl under dock tower | | 15 | 908/2053 | Main Grounds, arc pylon area; coin/pouch on dock tower | | 10 | 918/2053 | Main Grounds, arc pylon area; coin by waterside bench | |_____|___________|_________________________________________________________| _____ ___________ _________________________ | AMT | TOTAL AMT |_____________________________/ ROTHWILD SLAUGHTERHOUSE |_ |�����|�����������|���������������������������������������������������������| | 20 | 938/2053 | Meat Packing area; ore on crate stack | | 10 | 948/2053 | Meat Packing area; wire on roof beam | | 30 | 978/2053 | Killing Floor w/ dead whale; oil on countertop | | 10 | 988/2053 | Killing Floor w/ dead whale; wire on cabinet | | 20 | 1008/2053 | Killing Floor w/ dead whale; tyvian ore on table | | 30 | 1038/2053 | Killing Floor w/ dead whale; oil under rail platform | | 10 | 1048/2053 | Killing Floor w/ dead whale; wire underneath machinery | | 25 | 1073/2053 | Locker Room; pouch in locker | | 30 | 1103/2053 | Locker Room; oil on locker | | 10 | 1113/2053 | Locker Room; pouch on cabinet | | 20 | 1133/2053 | Locker Room; tyvian ore under sink | | 30 | 1163/2053 | Canteen; whale oil on table | | 10 | 1173/2053 | Processing Area; wire on planks by main. hatch | | 10 | 1183/2053 | Processing Area; wire by maintenance hatch | | 30 | 1213/2053 | Processing Area; oil by maintenance hatch | | 20 | 1233/2053 | B1 maintenance hatch area; ore under pipe valve cover | | 10 | 1243/2053 | Processing Area; wire on a high beam, by stairway | | 10 | 1253/2053 | Processing Area; wire by tank | | 10 | 1263/2053 | Processing Area; wire on crates opposite tank | | 20 | 1283/2053 | Processing Area; ore on workbench | | 10 | 1293/2053 | Processing Area; wire by tanks | | 30 | 1323/2053 | Processing Area; ore+wire in locker | | 10 | 1333/2053 | 1F area between killing floor chambers; wire on crate | | 10 | 1343/2053 | Killing Floor w/ live whale; wire on 1F stack | | 10 | 1353/2053 | Killing Floor w/ live whale; wire near shuttered door | | 30 | 1383/2053 | Killing Floor w/ live whale; oil on console under wlkwy | | 20 | 1403/2053 | Killing Floor w/ live whale; ore on console near tanks | | 25 | 1428/2053 | Bookkeeping Office; pouch on desk | | 25 | 1453/2053 | Bookkeeping Office; pouch on desk | | 100 | 1553/2053 | Bundry's Office; ingot in safe | | 500 | 2053/2053 | Abigail Ames' reward for blowing up the whale oil tanks | |_____|___________|_________________________________________________________| ____________________________________________________|�| )�)�����|����\_________ ����������������������������������������������������| (/ /| |�| | |�\ \�������� EMINENT DOMAIN | ( | | | | | ) ) [KOD2] ____________________________________________________| (\ \| |_| | |_/ /________ ����������������������������������������������������|_| )_)_____|____/��������� _____ ___________ ___________________________ | AMT | TOTAL AMT |___________________________/ LEGAL DISTRICT WATERFRONT |_ |�����|�����������|���������������������������������������������������������| | 5 | 5/3169 | Waterfront entry canal; coin by overturned chair | | 10 | 15/3169 | Waterfront entry canal; wire in tipped rowboat | | 10 | 25/3169 | Waterfront; coins in docked boat & by nearby crate | | 10 | 35/3169 | Waterfront; wire on crate in area w/ 2 guards | | 5 | 40/3169 | Waterfront: coin by stairway in area w/ 2 guards | | 5 | 45/3169 | Waterfront; coin in empty bus stop | | 5 | 50/3169 | Waterfront; coin in dumpster by bus stop | | 10 | 60/3169 | Bloodox Way; wire on small roof of waterfront bridge | | 20 | 80/3169 | Bloodox Way; tyvian ore on broken part of waterfront | | 10 | 90/3169 | Bloodox Way; coin in wall of light guard booth | | 5 | 95/3169 | Bloodox Way; coin on roof above archway wall of light | | 1 | 96/3169 | Bloodox Way; coin behind street stack in spotlight | | 1 | 97/3169 | Treaver's Close; on ground by "Treaver's Close" sign | | 5 | 102/3169 | Treaver's Close; coin in boat by dumpster | | 10 | 112/3169 | Treaver's Close; coin in dead end past dumpster | | 5 | 117/3169 | Lackrow Boulevard; coin in dead end's refuse cart | | 1 | 118/3169 | Lackrow Boulevard; coin by tipped cart in street | | 5 | 123/3169 | Lackrow Boulevard; coin on balcony of bone charm apt. | | 10 | 133/3169 | Lackrow Boulevard square; coin on cabinet | | 30 | 163/3169 | Lackrow Boulevard square; whale oil on stove | | 10 | 173/3169 | Lackrow Boulevard square; wire on cabinet by alarm | | 25 | 198/3169 | City Watch Apartment, 1F; pouch on countertop | | 20 | 218/3169 | City Watch Apartment, 1F; pouch on table | | 30 | 248/3169 | City Watch Apartment, 1F; oil under stairway | | 30 | 278/3169 | City Watch Apartment, 2F; p. crystal in bedroom locker | | 30 | 308/3169 | City Watch Apartment, 3F; oil on shelf | | 5 | 313/3169 | City Watch Apartment, 4F; coin on stairwell desk | | 10 | 323/3169 | City Watch Apartment, 4F; wire on shelf | | 25 | 348/3169 | City Watch Apartment, 4F; pouch on desk | | 30 | 378/3169 | City Watch Apartment, 4F; p. crystal in bathroom | | 200 | 578/3169 | City Watch Apartment, 4F; ingot (2) in safe | | 30 | 608/3169 | Bldg w/ 5F balcony adjacent to watch bldg; oil on shelf | | 3 | 611/3169 | Bldg w/ 4F balcony watchman; coins on interior desk | | 30 | 641/3169 | Lackrow Blvd apt.; powdered crystal in high charm room | | 5 | 646/3169 | The Black Friar 1F; coin on chair beneath stairway | | 25 | 671/3169 | The Black Friar 1F; coins on alley's stone stair rail | | 30 | 701/3169 | The Black Friar 2F; oil by cabinet | | 1 | 702/3169 | The Black Friar 3F; coin in stairwell shelf | | 30 | 732/3169 | Smoke Street; oil by stairway (near climbable chain) | | 30 | 762/3169 | Smoke Street; oil in guard booth | |_____|___________|_________________________________________________________| Note that after the general's visit on the nonlethal route, he immediately gets into his vehicle and leaves. Daud will have to work quickly to swipe his pouch (Bend Time?) before he or his cohort notices. _____ ___________ ____________________ | AMT | TOTAL AMT |__________________________________/ THE LEGAL DISTRICT |_ |�����|�����������|���������������������������������������������������������| | 10 | 772/3169 | Pudding Street lockup bldg; feathers by bone charm | | 10 | 782/3169 | Pudding Street; wire on crate by wall of light | | 25 | 807/3169 | GUARD LOOT: Pudding Street watchman by wall of light | | 10 | 817/3169 | Pudding Street, 2F crate balcony; coin on stack | | 20 | 837/3169 | Pudding Street, Roland's apartment; pouch on mattress | | 2 | 839/3169 | Legal Plaza, Apartment 10; coins in cabinet | | 25 | 864/3169 | GUARD LOOT: Outdoor patrolman around Timsh Law Offices | | 25 | 889/3169 | GUARD LOOT: Outdoor patrolman around Timsh Law Offices | | 20 | 909/3169 | Legal Plaza; pouch in lower guard booth | | 11 | 920/3169 | Legal Plaza; coins under crate stack near by railing | | 10 | 930/3169 | Legal Plaza; wire in upper guard booth | | 10 | 940/3169 | Legal Plaza; wire on crate behind bldg. | | 20 | 960/3169 | Timsh Estate, B1; pouch on couch | | 30 | 990/3169 | Timsh Estate, B1; whale oil on barrelhead | | 40 | 1030/3169 | Timsh Estate, B1; whale oil & wire on bone charm table | | 11 | 1041/3169 | Timsh Estate, B1; coins within air circulator | | 10 | 1051/3169 | Timsh Estate, B1; coin on candlelit table | | 15 | 1066/3169 | Timsh Estate, B1; coins on kitchen table | | 40 | 1106/3169 | Timsh Estate, B1; herbs (2) on kitchen shelf & table | | 25 | 1131/3169 | NPC LOOT: Lawyer in law office foyer | | 50 | 1181/3169 | NPC LOOT: Lawyer in law office foyer | | 100 | 1281/3169 | Timsh Estate, 1F; foyer hound statue in display case | | 25 | 1306/3169 | Timsh Estate, 1F; pouch in B. Gerwin's office | | 25 | 1331/3169 | Timsh Estate, 1F; pouch in A. Thompson's office | | 10 | 1341/3169 | Timsh Estate, 1F; coin in A. Thompson's office | | 30 | 1371/3169 | Timsh Estate, 1F; oil in hallway cabinet, by bathroom | | 30 | 1401/3169 | Timsh Estate, 1F; feathers & pouch in archives cabinet | | 10 | 1411/3169 | GUARD LOOT: 2F watchman on foyer overlook | | 6 | 1417/3169 | Timsh Estate, 2F; hallway table coins (by fir. library) | | 1 | 1418/3169 | Timsh Estate, 2F; coin in fireplace library, by shelf | | 100 | 1518/3169 | Timsh Estate, 2F; cigarette case in smoking room | | 10 | 1528/3169 | Timsh Estate, 2F; coin under stairway to 3F | | 10 | 1538/3169 | Timsh Estate, 3F; coins under fancy hallway dresser | | 100 | 1638/3169 | GUARD LOOT: 3F watchman near Timsh's office/hallway | | 100 | 1738/3169 | Timsh Estate, 3F; ingot in locked chest | | 100 | 1838/3169 | Timsh Estate, 3F; war medal on Timsh's office desk | | 150 | 1988/3169 | Timsh Estate, 3F; Brigmore urn in office display case | | 25 | 2013/3169 | Timsh Estate, 3F; pouch in office antechamber cabinet | | 30 | 2043/3169 | Timsh Estate, 3F; oil under Tyvia painting in hallway | | 150 | 2193/3169 | Timsh Estate, 4F; whale statue in stairway display case | | 1 | 2194/3169 | Timsh Estate, 4F; coin on bathroom sink | | 100 | 2294/3169 | Timsh Estate, 4F; cameo in Delilah's painting studio | | 100 | 2394/3169 | Timsh Estate, 4F; urn on dining room fireplace mantle | | 100 | 2494/3169 | Timsh Estate, 4F; jewel box on dining room cabinet | | 50 | 2544/3169 | GUARD LOOT: Timsh's personal guard (always follows him) | | 25 | 2569/3169 | Timsh Estate, 4F; pouch on Timsh's bedroom desk | | 100 | 2669/3169 | GUARD LOOT: General Turnbull's pouch in the plaza | | 500 | 3169/3169 | Thalia's reward (at L. Dist. Waterfront) for the will | |_____|___________|_________________________________________________________| The third mission (The Surge) has no coins, so it won't be listed. ___________________________________________________|�������|����\|�| |�|_______ ������������������������������������������������������| |��| |�) | | | |������� 01) A STAY OF EXECUTION FOR LIZZY | | | |( (| |�| | [TBW1] ______________________________________________________| |__| |_) ) |_______ ������������������������������������������������������|_|��|____/|_/�\_|������� _____ ___________ __________________ | AMT | TOTAL AMT |____________________________________/ COLDRIDGE PRISON |_ |�����|�����������|���������������������������������������������������������| | 50 | 50/1655 | GUARD LOOT: Main Gate (interior) guard | | 50 | 100/1655 | GUARD LOOT: Guard at the Execution Grounds yard | | 25 | 125/1655 | Execution Grounds; pouch on chair in sitting area | | 50 | 175/1655 | GUARD LOOT: Patrolman near the arc pylon | | 30 | 205/1655 | Interior; oil in arc pylon guard station | | 50 | 255/1655 | GUARD LOOT: Watchman in main yard | | 100 | 355/1655 | Interior; pouch on interrogation room table | | 500 | 855/1655 | Interior; ingot (5) in interrogation room, broken crate | | 300 | 1155/1655 | Interior; atop cell control rm., naval commendation | | 200 | 1355/1655 | Interior; atop cell control rm., ingot/pouch by crate | | 25 | 1380/1655 | Interior; cell control room, pouch on table | | 20 | 1400/1655 | Interior; Cellblock D, wire (2) on crate by 1F cells | | 10 | 1410/1655 | Interior; Cellblock D, wire on table by 1F cells | | 70 | 1480/1655 | Interior: Cell A13, whale oil (2) and feathers by bunk | | 45 | 1525/1655 | Interior; Cell A14, coins/pouch on bunk | | 10 | 1535/1655 | Interior; Cell A25, feathers on bed | | 50 | 1585/1655 | GUARD LOOT: Cellblock A, 1F patrolman | | 70 | 1655/1655 | Interior; Cellblock A, upper cell w/ poker table antes | |_____|___________|_________________________________________________________| ___________________________________________________|�������|����\|�| |�|_______ ������������������������������������������������������| |��| |�) | | | |������� 02) THE DEAD EELS | | | |( (| |�| | [TBW2] ______________________________________________________| |__| |_) ) |_______ ������������������������������������������������������|_|��|____/|_/�\_|������� All items can be found during the first sweep, except for the wire in the mechanic's locker -- Daud must first find its key in the Textile Mill sewers. _____ ___________ ______________________ | AMT | TOTAL AMT |________________________________/ DRAPERS WARD STREETS |_ |�����|�����������|���������������������������������������������������������| | 30 | 30/3520 | Near Eels-Hatters rail track fight; oil on ground | | 10 | 40/3520 | Near Eels-Hatters rail track fight; wire in dumpster | | 10 | 50/3520 | Near Eels-Hatters rail track fight; coin on 2F balcony | | 100 | 150/3520 | Ritual room; war medal in 3F locker | | 25 | 175/3520 | NPC LOOT: Hatter at the arc pylon crossroads | | 10 | 185/3520 | Arc pylon crossroads; wire on upper vent system | | 30 | 215/3520 | Arc pylon crossroads; oil on crate | | 10 | 225/3520 | Arc pylon crossroads; wire on crate | | 20 | 245/3520 | Arc pylon crossroads; wire/coin at base of pylon itself | | 10 | 255/3520 | Arc pylon crossroads; coin in front of 'for rent' sign | | 10 | 265/3520 | Millenary Canal; feather on really high billboard light | | 10 | 275/3520 | Millenary Canal; wire on 'welcome to Drapers Ward' sign | | 20 | 295/3520 | Millenary Canal; coin (4) on upper left-hand dead end | | 1 | 296/3520 | Millenary Canal; coin by apartment steps (near safe) | | 10 | 306/3520 | Millenary Canal; wire in apartment front yard | | 10 | 316/3520 | Millenary Canal; coin (2) by sitting area (near safe) | | 5 | 321/3520 | Millenary Canal; on X-shaped wall bracket by sit. area | | 5 | 326/3520 | Millenary Canal; coin in muck (near Oxrush Flower) | | 75 | 401/3520 | Millenary Canal; pearl (2) near canal's end (near safe) | | 100 | 501/3520 | Millenary Canal; ingot in safe | | 30 | 531/3520 | Millenary Canal; oil in canal drain underneath Jerome's | | 6 | 537/3520 | Millenary Canal; coin (2) near canal drain oil | | 14 | 551/3520 | Millenary Canal; coin (5) at storm drain, upper pltfrm. | | 20 | 571/3520 | NPC LOOT: Hatter standing over wounded foe by Jerome's | | 100 | 671/3520 | Jerome's Shop; jewel box in living room | | 60 | 731/3520 | Jerome's Shop; oil and p. crystal on shelf | | 1 | 732/3520 | Jerome's Shop; coin on desk overlooking back alley | | 50 | 782/3520 | Jerome's Shop; pouch in safe | | 50 | 832/3520 | Jerome's Shop; reward for killing Skinflint | | 30 | 862/3520 | Rooftop lookout area; coin (3) on crate | | 100 | 962/3520 | Dressmaker's Studio; cigarette case on chair | | 25 | 987/3520 | Dressmaker's Studio; coins (5) on table | | 10 | 997/3520 | Dressmaker's Studio; coins (2) under rune | | 15 | 1012/3520 | Alley behind Dressmaker's Studio; coins (2) in bush | | 10 | 1022/3520 | Millenary Canal; coin stuck between planks on bridge | | 10 | 1032/3520 | Ritual room; wire in locker (can't get 1st time thru) | |_____|___________|_________________________________________________________| The only portion of note in the Riverfront section is the sunken crate -- it contains an ingot needed to get max coins in the level, and will only spawn if Daud purchased the related favor. (Of course, the favor costs 100, so the only gains are the remaining supplies.) _____ ___________ _________________________ | AMT | TOTAL AMT |_____________________________/ DRAPERS WARD RIVERFRONT |_ |�����|�����������|���������������������������������������������������������| | 20 | 1052/3520 | Entrance area; tyvian ore on barrelhead | | 30 | 1082/3520 | Entrance area; oil on cabinet near two chatty guards | | 20 | 1102/3520 | Entrance area; tyvian ore in dumpster | | 130 | 1232/3520 | Lookout apartment; cameo on couch, p. crystal on shelf | | 20 | 1252/3520 | NPC LOOT: Female Eel at dock overlook area | | 20 | 1272/3520 | Dock overlook area; tyvian ore in old vendor cart | | 10 | 1282/3520 | Dock area; wire by dumpster area spotlight | | 10 | 1292/3520 | Dock area; wire on cargo car (near rune/weeper tunnel) | | 40 | 1332/3520 | Dock area; wire/pouch/coins in boat by Wrenhaven Shpng. | | 10 | 1342/3520 | Dock area; wire on spotlight next to Undine | | 10 | 1352/3520 | Dock area; feathers on Wrenhaven Shipping building | | 10 | 1362/3520 | Dock area; coin (2) in water by Wrenhaven bldg. tunnel | | 50 | 1412/3520 | Dock area; pearl in sunken Wrenhaven Shipping tunnel | | 100 | 1512/3520 | Dock area; urn inside Wrenhaven Shipping building | | 100 | 1612/3520 | Water by Wrehaven Building; ingot in sunken favor crate | | 10 | 1622/3520 | Undine; wire on top of control room | | 40 | 1662/3520 | Undine; oil and console coin in control room | | 30 | 1692/3520 | Undine; oil on deck, slightly below control room | | 10 | 1702/3520 | Undine; wire on upper deck crate | | 30 | 1732/3520 | Undine; belowdecks oil by crate | | 100 | 1832/3520 | Undine; ingot half-hidden on crate (near oil) | | 10 | 1842/3520 | NPC LOOT: Undine patrolman | | 25 | 1867/3520 | NPC LOOT: Edgar Wakefield's pouch | | 40 | 1907/3520 | Dock area; ore (2) in big boat alongside the Undine | | 25 | 1932/3520 | NPC LOOT: Lizzy Stride's pouch | |_____|___________|_________________________________________________________| All the mill's goods are ripe for the picking, and if Daud makes a deal with Nurse Trimble, he can turn all Hatters neutral, making the search easier. _____ ___________ ___________________________ | AMT | TOTAL AMT |___________________________/ DRAPERS WARD TEXTILE MILL |_ |�����|�����������|���������������������������������������������������������| | 10 | 1942/3520 | Entrance area; wire in dumpster with big spools in it | | 10 | 1952/3520 | Entrance area; wire on ground at nearby landing | | 20 | 1972/3520 | Entrance area; ore in area alongside bone charm booth | | 30 | 2002/3520 | Entrance area; oil in area alongside bone charm booth | | 100 | 2102/3520 | Gatehouse; decor plate leaning against filing cabinet | | 10 | 2112/3520 | Gatehouse; wire atop console | | 15 | 2127/3520 | Gatehouse; coin (2) on table | | 20 | 2147/3520 | Gatehouse; herbs on small desk by mattress | | 20 | 2167/3520 | Factory grounds; tyvian ore by wall of light hack panel | | 35 | 2202/3520 | Factory Buildings, 1F; locker room, hemlock & coins (2) | | 20 | 2222/3520 | Factory Buildings, 1F; herbs on bedding (by waterwheel) | | 100 | 2322/3520 | Factory Buildings, 1F; watch on mattress (rune room) | | 20 | 2342/3520 | Factory Buildings, 3F; herbs in locker | | 30 | 2372/3520 | Factory Buildings, 3F; oil on console (by met. salts) | | 40 | 2412/3520 | Factory Buildings, 3F; herbs/hemlock by sleeping area | | 20 | 2432/3520 | Factory Buildings, 3F; herbs in Geezer's room | | 20 | 2452/3520 | Factory Buildings, 4F; herbs on desk (by blueprints) | | 170 | 2622/3520 | Factory Buildings, 4F; lab herb/p.crystal/coin(3)/ingot | | 40 | 2662/3520 | Factory Buildings, B1; wire & oil in engine room | |_____|___________|_________________________________________________________| _____ ___________ _____________________ | AMT | TOTAL AMT |_________________________________/ DRAPERS WARD SEWERS |_ |�����|�����������|���������������������������������������������������������| | 100 | 2762/3520 | Fish statue on walkway near 1st river krust patch | | 125 | 2887/3520 | Pearls (3) from 1st river krust patch | | 10 | 2897/3520 | Wire by exit to engine room | | 30 | 2927/3520 | Oil under pipes by stairway (at 1st river krust patch) | | 20 | 2947/3520 | Ore in front of ventilation maintenance room | | 60 | 3007/3520 | Oil/P.Crystal in front of 1st witch chamber | | 25 | 3032/3520 | 1st Witch chamber; pearl at bottom | | 20 | 3052/3520 | 1st Witch chamber; herbs on console | | 20 | 3072/3520 | 1st Witch chamber; herbs in Delilah statue antechamber | | 30 | 3102/3520 | Oil by mechanic's corpse (past 1st witch chamber) | | 46 | 3148/3520 | Ore/pearl/coin near mini bridge (right by bone charm) | | 20 | 3168/3520 | Tyvian ore right by bone charm itself | | 20 | 3188/3520 | 2nd Witch chamber, B1; ore under pipes (by 2 chairs) | | 10 | 3198/3520 | 2nd Witch chamber, B1; wire by pipe near a stairway | | 30 | 3228/3520 | 2nd Witch chamber, B1; oil in nook near glowing garden | | 10 | 3238/3520 | 2nd Witch chamber, F1; wire under large gear | | 30 | 3268/3520 | 2nd Witch chamber, F1; oil under different large gear | | 50 | 3318/3520 | 2nd Witch chamber, F1; oil & herbs in far corner | | 30 | 3348/3520 | 2nd Witch chamber, F1; p. crystal on valve controls | | 30 | 3378/3520 | 2nd Witch chamber, F1; oil on highest catwalk | | 112 | 3490/3520 | (after fixing waterflow) coins (25) in canal | | 10 | 3500/3520 | Maintenance room; wire in duct with breakable fan | | 20 | 3520/3520 | Maintenance room; hemlock on table by weeper corpse | |_____|___________|_________________________________________________________| ___________________________________________________|�������|����\|�| |�|_______ ������������������������������������������������������| |��| |�) | | | |������� 03) DELILAH'S MASTERWORK | | | |( (| |�| | [TBW3] ______________________________________________________| |__| |_) ) |_______ ������������������������������������������������������|_|��|____/|_/�\_|������� The map can be divided into two areas: the exterior estate grounds and the interior mansion. All items on the grounds spawn normally, except for the brigmore urn in the butler favor (must be purchased to get). _____ ___________ _________________ | AMT | TOTAL AMT |_____________________________________/ BRIGMORE ESTATE |_ |�����|�����������|���������������������������������������������������������| | 20 | 20/2030 | Cliff with broken stairway; tyvian ore by rockpile | | 25 | 45/2030 | River krust on shoreline | | 150 | 195/2030 | Brigmore Urn in shoreline chest (butler-related favor) | | 20 | 215/2030 | Lookout building; herbs on cabinet | | 10 | 225/2030 | Lookout building; wire on roof | | 20 | 245/2030 | Graveyard area; ore at tree base by boobytrapped entr. | | 50 | 295/2030 | Front yard; river krust (2) pearls | | 10 | 305/2030 | Front yard; feathers on side balcony | | 10 | 315/2030 | Front yard; wire on Delilah statue | | 30 | 345/2030 | Front yard; oil in graveyard tomb | | 10 | 355/2030 | Front yard; coin between greenhouse and mansion proper | | 30 | 385/2030 | Front yard; Greenhouse, p. crystal by empty planter | | 10 | 395/2030 | Front yard; Greenhouse, wire on very high rafter | | 30 | 425/2030 | Front yard; Greenhouse area attic, p.crystal in chest | | 5 | 430/2030 | Rooftops; coin in sunny patch, before charm area | | 20 | 450/2030 | Rooftops; hemlock essence by corrupted charm | | 15 | 465/2030 | Backyard; coin (3) in fountain near greenhouse area | | 10 | 475/2030 | Backyard; coin on bone charm cliff | | 30 | 505/2030 | Backyard; oil by Delilah statue in gazebo | | 20 | 525/2030 | Backyard; ore in waterfall area pool (by big s. shed) | | 10 | 535/2030 | Backyard; wire on stones between gazebo and fountain | | 20 | 555/2030 | Backyard; small storage shed, herbs on cabinet | | 150 | 705/2030 | Backyard; small storage shed, pocketwatch in chest | | 10 | 715/2030 | Backyard; coin in covered dirt path by fountain area | | 25 | 740/2030 | Backyard; balcony river krust in fountain area | | 25 | 765/2030 | Backyard; big storage shed river krust | | 20 | 785/2030 | Backyard; ore by gnarled tree behind big storage shed | | 25 | 810/2030 | Right side of manor; river krust pearl | | 10 | 820/2030 | Right side of manor; wire on river krust scaffolding | | 150 | 970/2030 | Front yard; jewel box in crypt | |_____|___________|_________________________________________________________| All interior items spawn normally -- no particular conditions needed. _____ ___________ ________________ | AMT | TOTAL AMT |______________________________________/ BRIGMORE MANOR |_ |�����|�����������|���������������������������������������������������������| | 25 | 995/2030 | Mansion-graveyard corridor; pouch on shelf | | 30 | 1025/2030 | Mansion foyer, oil in broken display case | | 20 | 1045/2030 | West Wing; 2F foyer balcony, hemlock on food table | | 150 | 1195/2030 | West Wing; 2F abandoned sitting area, sextant on floor | | 10 | 1205/2030 | West Wing; 2F boobytrap area, feathers on bedroom floor | | 30 | 1235/2030 | West Wing; 3F studio, oil by canvas | | 10 | 1245/2030 | West Wing; 3F studio, coin on lantern table | | 150 | 1395/2030 | West Wing; 3F studio, cigarette case on covered chair | | 5 | 1400/2030 | West Wing; 3F studio, coin on floor by cigarette case | | 15 | 1415/2030 | West Wing; 2F den patrol area, coin (2) on table | | 150 | 1565/2030 | West Wing; 2F den patrol area, fish statuette in case | | 10 | 1575/2030 | West Wing; 2F den patrol area, wire by fireplace | | 20 | 1595/2030 | West Wing; 2F library, herbs on shelf | | 40 | 1635/2030 | East wing; 2F quarters/garden, herbs (2) around room | | 30 | 1665/2030 | East Wing; 1F flooded area, p. crystal on shelf | | 20 | 1685/2030 | East Wing; 1F flooded area, herbs on different shelf | | 30 | 1715/2030 | East Wing; 1F flooded area, oil in chatty witches' room | | 20 | 1735/2030 | East Wing; 1F flooded area, herbs on food "table" | | 30 | 1765/2030 | East Wing; 1F flooded area, oil in old display case | | 150 | 1915/2030 | East Wing; empty 3F area, war medal on floor | | 5 | 1920/2030 | East Wing; coin on isolated 3F ledge | | 20 | 1940/2030 | East Wing; 2F gallery approach, herbs on a table | | 90 | 2030/2030 | East Wing; 1F gallery, oil (3) by canvas | |_____|___________|_________________________________________________________| _______________________________________________________________________________ ������������������������������������������������������������������������������� GADGET OVERVIEW [GDGO] _______________________________________________________________________________ ������������������������������������������������������������������������������� CHOKEDUST ��������� Ammo: --- This DLC-only weapon is an assassin's tool, throwing up a cloud of irritant that causes foes to be disoriented temporarily. Naturally, one capitalizes on their weakest moment by killing/incapacitating them. Opponents who last survive the cloud (which doesn't do any damage) will be alerted, unless one has the "Baffle Dust" upgrade from the Brigmore Witches DLC. Baffle Dust has an extra effect of short-term amnesia, so misfiring has a bit of forgiveness. Chokedust is rarely found throughout the game, but can be bought in spades from the pre-mission shop screen. It can be pretty useful for no-alert and no-kill runs, or anything in general, really. CROSSBOW �������� Ammo: Normal, Explosive, Incendiary, Sleep The single-shot crossbow is given to Corvo in the very first level, a gift that he uses throughout the game. Its specialty is long-range, pinpoint shots, and has numerous upgrades (accuracy, range, reload speed). One can also buy a "Combat Sleep Dart" upgrade that immediately incapacitates aware foes, rather than having the effect wait a few seconds to take hold. There are several types of ammo. The normal bolts are metal projectiles and the most common type to find. They can be bought from Piero, obtained from assassins and (sometimes) just found sitting around. Explosive and Incendiary types explode and incinerate their targets, respectively, although some foes may resist the latter. Sleep Darts are like normal ammo, only nonlethal. Normal ammo can also be (occasionally) collected from shot corpses and from the environment they hit. This applies even if, say, an assassin shoots and hits a wall. Sleep, Explosive and Incendiary ammo are all destroyed after being shot, so one needs to be more careful with 'em. GRENADES �������� Type: Normal, Sticky Grenades are here to chew bubble gum and explode, and they're all out of bubble gum! The fragmentation grenade is the normal variant, often carried by overseer and found in guard posts. Sticky 'nades are almost identical in every way, only they cling to whatever surface they hit. If they hit an NPC, it generally ensures their death. All grenades can be "cooked" -- that is, thrown only when the fuse is partially deplenished, ensuring it explodes by the target(s) instead of potentially bouncing away and doing chip damage. Sticky grenades are great for eliminating tallboys, since normal grenades would require a good throw after being cooked. MELEE WEAPON ������������ Type: Retractable Sword (plus some others that are functionally similar) Melee weapons are items like swords, cleavers, etc. For most of the game, Corvo will use his special retractable sword, allowing him to guard against foes' melee swings. By guarding during a foe's swing, the foe is parried -- thrown off balance temporarily. Meleeing in that state will execute him in one go. It's quite a time-saver, so players are encouraged to master that technique (it's rather easy, too, thankfully). Meleeing is also used for stealthiness. Creeping behind unware foes allows Corvo to slit their throats silently, while drop-assassinating targets will require a blade, too. If one has the "Blood Thirsty" perk, meleeing builds Adrenaline, allowing one to perform OHKOs on foe(s) without needing to parry them first. MINES ����� Type: Arc, Stun Mines are a DLC-only invention. Arc Mines are like mini Walls of Light, and disintegrate the first foe they hit. Stun Mines are the same, only they just incapacitate foes. Daud can buy upgrades that allow him to carry more mines and give them an extra use before breaking (this applies to both types). Note that arc mines have no IFF, so they'll attack Daud, unlike springrazors. Mines can be placed on most surfaces, and collected if they still have any charge(s) left. Like springrazors, they can be attached to throwable objects, then hurled, overcoming the proximity limitations they have. PISTOL ������ Type: Normal, Explosive Just a basic firearm, with normal ammo and a special explosive type. Pistols, which are carried by several enemy types (but usually associated with City Watchmen) can be upgraded a few times to improve accuracy, magazine size and bullet reserve and reload time. He'll have to buy "Corvo's Pistol" from Piero to get those, however, not just pick up any ol' peashooter laying around. Pistols have many uses, but are mostly for short-range confrontations, since they lack the crossbow's long-range capabilities. They do pack quite a punch, though, and will OHKO most human foes. They can also be used to detonate oil tanks and even one's own mines/springrazors. REWIRE TOOL ����������� Type: --- This item is a tool that can be used on Wall of Light panels. Expending one to tinker with the hardware reverses the wall's IFF -- in other words, now only allows Corvo to pass through unharmed, while instantly killing anything else (including civilians, rats, etc.) Most walls can be circumvented, so RTs may not be as necessary for veteran players. SPRINGRAZOR ����������� Type: --- These are comparable to landmines, only instead of exploding, they uncoil a wire, which lacerates foes within range like fine-cooked ham. They can be placed on any surface, not just the ground. Upgrades can increase both attack radius and ammo capacity. (The items are "friendly" to Corvo and he won't trigger them. However, they can't be thrown like grenades unless first placed on a throwable object -- a brick, bottle, etc. -- and tossed that way.) THE HEART ��������� Type: --- This unique gadget, when wielded, allows Corvo to find hidden runes and bone charms hidden in the area. When pointed at, and used on, NPCs, it whispers flavor lines about the person, revealing their secrets. _______________________________________________________________________________ ������������������������������������������������������������������������������� POWERS OVERVIEW [PWRO] _______________________________________________________________________________ ������������������������������������������������������������������������������� A small distance into the storyline, Corvo will be able to gain supernatural abilities, which are found in the menu's "Powers" tab. They can be purchased by spending runes -- special in-game items. Each power has two tiers of use, each requiring that currency. AGILITY ������� Runes: 2, 3 ManaC: none This is a passive perk. Its first rank increases jump height and its second upgrade improves movement speed (running, climbing, swimming). Although extra speed isn't THAT necessary, extra jump height is, allowing Corvo to cover territory that would require blinking, which saves mana. ARCANE BOND (DLC) ����������������� Runes: 0, 4 ManaC: none A passive power in the Knife of Dunwall DLC, which allows its user to share abilities in conjunction with "Summon Assassin". Rank 1, which is already purchased, shares Blink and Vitality with summoned minions; Rank 2 adds in Pull and Shadow Kill, plus ggives immunity to Bend Time. Arcane Bond is a skill of investments -- not only does one need to purchase "Summon Assassin" and its ranks, but one needs to purchase abilities that'll be shared. Those who aren't going to use "Summon Assassin" (like those on a no-kill run) aren't going to have any use for this skill either. BEND TIME ��������� Runes: 2, 8 ManaC: Very High One of the most expensive abilities, Bend Time allows Corvo to command time itself, slowing it for foes while leaving himself unaffected. Rank 1 merely brings time passage to a crawl, and can be upgraded to stop it entirely (for a shorter duration). Screwing with time is great for both offense (assassinating, rushing several targets) and defense (escaping, stopping midair projectiles). Just note that physical contact brings targets into one's own time, ending the duration for them prematurely. Sloppiness can make stealth a wash, so be careful and know one's own limits and the max duration! BLINK ����� Runes: 1, 3 ManaC: Very low Corvo's most basic ability, Blink allows for short-range teleportation at its lowest level and increases it with another investment. Targetting ledges with the ability will display upward arrows, indicating Corvo will reach the lip and climb up automatically. It's not without its drawbacks, however. Blink LV1 may not be good enough to do some actions, and the power is most useful for lateral teleportation. The higher it's aimed, the less likely it will be to find an applicable target. For those situations, Corvo can jump and blink, perhaps reaching an upper ledge and doing a manual grab instead. In the DLC, Daud's Blink has an additional stopped-time function. This allows one to pause in midair and blink in different directions, as well as the obvious precision advantages. The stopped-time trait is inherent and costs no runes (Daud has LV1 by default). BLOOD THIRSTY ������������� Runes: 2, 3 ManaC: none This is a passive, offense-oriented perk. Blocking, assassinating and dealing melee damage will build up an adrenaline counter; when it tops off, pressing triangle will deal an instant, brutal fatality to a target. At Rank 2, the counter fills faster and a double-attack is enabled, allowing Corvo to kill multiple enemies in melee range. This can be a fun power for those on high-chaos playthroughs, but is rather pointless to the stealth- and pacifism-oriented players. DARK VISION ����������� Runes: 1, 2 ManaC: very low One of the most useful of powers, this visual aid lets Corvo spot objects and points of interest. Rank 1 highlights living beings through walls and the directions they're facing (via FoV cones), plus representations of sound that Corvo makes. The next rank improves the function to highlight security systems and other pertinent items, like those worth gold. DV is mostly a stealth-oriented power, allowing players to identify and avoid annoying targets, while spotting useful items without too much time-wasting. The power does have a finite range, however. If a target walks too far away, it loses the yellow highlighting. DEVOURING SWARM ��������������� Runes: 3, 4 ManaC: very high This power summons a ravenous rat swarm, which attacks nearby enemies and devours corpses. Rank 1 gives the normal swarm abilities, and its upgrade gives a larger, more powerful swarm that consumes bodies quicker. The perk is best used on small groups of foes that can't fight back well, although the summoned rats can be possessed (with that particular power) if Corvo needs to. Just remember that using this power counts as a Corvo-caused death and will be reflected in his after-mission report. No-kill players may not have much use for the ability, although (with the right bone charm) it's possible to eat white rats for mana, so it's not a complete wash. POSSESSION ���������� Runes: 3, 5 ManaC: very high Possession is bodyjacking -- Corvo inhabits the target's form and commands them for a short time. However, the mana cost is expensive and targets are too clumsy to do anything besides basic motor function stuff: walking around, opening door, and so on. The first rank allows Corvo to take command of small animals; the next allows humans to be targeted. (While in a human, Corvo gets all attendant perks. For instance, being in a guard would mean his allies won't attack and he can pass through security areas, like walls of light or pylons, without repercussion.) The downsides are the high mana cost and short duration, but the stealth uses are apparent. If Corvo needs a get to a certain location unspotted, he can enter a rat (or its tunnel) to avoid detection. Targets who need to be moved away from prying eyes can be bodyjacked and guided along. Even fish can be inhabited for certain levels! Small animals die after the possession period ends, but humans are just disoriented. Dying while in a target gives the same fate to Corvo. PULL (DLC) ���������� Runes: 2, 4 ManaC: Medium Pull is the only power added in the Brigmore Witches DLC. True to its name, the power is used for "attracting" things towards its caster. Rank 1 allows Daud to snatch small objects (keys, collectibles, etc.) and oil tanks; Rank 2 allows bodies to be lifted. Corpses and the unconscious are automatically carried; living beings are sucked in closer, allowing them to be choked or slain. (Mana cost is slightly higher for living targets.) The uses for Pull are innumerable, since it's such an all-around ability. The downside is its mana consumption, which only allows a few uses before a recharge is necessary. As a few miscellaneous tips, pull can uproot living river krusts and witch-summoned roots, use corpses as shields (there's a trophy about that), and even neutralize rat swarms. SHADOW KILL ����������� Runes: 2, 4 ManaC: none Another passive skill. At rank one, killing unaware foes will turn them into ash piles, instantly getting rid of their bodies; its upgrade turns all bodies into ash, no matter how they die. (There are a few story-related exceptions to this, however.) This is a great ability for high-chaos, stealth-oriented playthroughs as the body removal saves time and ensures the victims' buddies don't catch on. SUMMON ASSASSIN (DLC) ��������������������� Runes: 1, 5 ManaC: medium This is a Knife of Dunwall power, letting Daud summon an assassin ally into a fight. Rank 1 summons a novice assassin; Rank 2, a master. They wear grey and blue outfits, respectively. Their powers can be improved by investing in "Arcane Bond" ranks and via the "Hearty Crew" bone charm. Only one minion can be summoned at a time. Assassins can use their powers freely and can be directed to attack targets. Any kill performed by minions counts as a kill by Daud, for after-mission stat purposes. Note that it's possible to summon assassins and have them fight without it counting as an alert for Daud. Enemies that survive will be in high alert (3 lightning bolts) afterward, though. VITALITY �������� Runes: 1, 3 ManaC: none This is a passive perk. Rank 1 increases Corvo's health permanently and its follow-up rank improves health regeneration (restores faster and in a more plentiful amount). Damage comes in many forms, so this could be useful for the more accident-prone players. Veterans probably won't need to waste any runes on this. VOID GAZE (DLC) ��������������� Runes: 0, 2 ManaC: very low Found in the Knife of Dunwall add-on, VG is functionally similar to Corvo's Dark Vision. Rank 1 gives night vision and reveals the locations of charms and runes; Rank 2 gives everything Dark Vision has (see items, NPCs and their current directions, and actionable objects) and the same color coordination. WINDBLAST ��������� Runes: 3, 4 ManaC: high As its name suggests, the power lets Corvo unleash a powerful air current. At rank one, it can break fragile objects and knock down enemies; upgrading will shatter doors and kill foes (if they hit a hard object in the course of the blast). This is typically an offensive power, used to kill foes that have been downed or cause environmental deaths, like knocking foes off roofs/railings/etc. It also has defensive uses, though, and a properly-timed blast can reflect shot projectiles (grenades, tallboy arrows) back at their owners. However, runes can be hard to find, making this ability's high mana consumption and almost abilities (really, Corvo can't break fragile objects manually?) unneeded in many situations. It is fun, though, I'll give it that. _______________________________________________________________________________ ������������������������������������������������������������������������������� UPGRADES [PGRD] _______________________________________________________________________________ ������������������������������������������������������������������������������� Upgrades and weaponry are both sold by Piero back at the Hound Pits Pub, and a mixture of both by Griff during Missions 2-3 only. Some upgrades unlock naturally when the first of its kind is purchased, while others require a special set of blueprints. __________________________ _____ __________________________________________ | NORMAL WARES | AMT | FUNCTION | |��������������������������|�����|������������������������������������������| | Bullet | 30 | Ammo for the pistol | | Crossbow Bolt | 20 | Ammo for the crossbow | | Grenade | 70 | Lethal thrown explosive | | Incendiary Bolts | 50 | Crossbow ammo that sets target aflame | | King Street Brandy | 150 | Used for a bribe (optional) | | Piero's Spiritual Remedy | 100 | Restores mana | | Rewire Tool | 100 | Rewires circuity to one's advantage | | Rune | 500 | Used to upgrade abilities | | Sleep Bolt | 30 | Nonlethal ammo for the crossbow | | Sokolov's Health Elixir | 200 | Restores health | | Springrazor | 50 | Lethal trap with kill radius | | Sticky Grenade | 100 | Grenades that stick to their targets | |__________________________|_____|__________________________________________| Griff sells the blueprints for Sokolov's elixir, or they can be found free of charge during "The Royal Physician" (Sokolov's greenhouse). Incendiary Bolt blueprints are in distillery's back office area ("House of Pleasure") or in the basement of Daud's base ("The Flooded District"). _______________________ _____ _____________________________________________ | EQUIPMENT UPGRADES | AMT | FUNCTION | |�����������������������|�����|���������������������������������������������| | Bolt Capacity 1 | 300 | Increases standard bolts capacity to 20 | | Bolt Capacity 2 | 600 | Increases standard bolts capacity to 30 | | Bone Charm Capacity 1 | 300 | Can have 4 bone charms equipped at once | | Bone Charm Capacity 2 | 450 | Can have 6 bone charms equipped at once | | Boot Stealth 1 | 450 | Reduces footstep noise | | Boot Stealth 2 | 600 | Reduces footstep noise even further | | Bullet Capacity 1 | 300 | Increases bullet storage capacity to 20 | | Bullet Capacity 2 | 600 | Increases bullet storage capacity to 30 | | Grenade Capacity | 450 | Increases grenade storage capacity by 4 | | Improved Armor | 600 | Reduces damage. | | Mask Optics 1 | 300 | Allows Corvo to toggle zoom function via R3 | | Mask Optics 2 | 400 | Press [] while zoomed to zoom even further! | | Springrazor Capacity | 450 | Increases springrazor storage capacity by 4 | |_______________________|_____|_____________________________________________| Griff sells the Lens Magnification (Mask Optics 2) blueprints during Mission 2-3, and it's found nowhere else. The Bonded Galvani Resin (Improved Armor) blueprints are in the backyard area during "High Overseer Campbell," though they can later be found in Daud's chest in "The Flooded District". ________________________ _____ ____________________________________________ | WEAPON UPGRADES | AMT | FUNCTION | |������������������������|�����|��������������������������������������������| | Combat Sleep Dart | 600 | Sleep darts instantly effective in combat | | Crossbow Accuracy | 300 | Lowers dispersion and stabilizes aim | | Crossbow Range | 450 | Crossbow bolts travel faster, further | | Crossbow Reload | 600 | Crossbow reloads faster and automatically | | Corvo's Pistol Upgrade | 600 | +1 Accuracy, +1 Magazine, +1 Reload | | Pistol Accuracy 1 | 300 | +1 Accuracy | | Pistol Accuracy 2 | 600 | +1 Accuracy | | Pistol Explosive Shot | 600 | Unlocks explosive bullets in Piero's store | | Pistol Magazine 1 | 300 | +1 Magazine | | Pistol Magazine 2 | 450 | +1 Magazine | | Pistol Magazine 3 | 600 | +1 Magazine | | Pistol Reload 1 | 300 | +1 Reload | | Pistol Reload 2 | 600 | +1 Reload (adds auto-reload) | | Springrazor Radius | 600 | Springrazors have increased radius | | Sticky Grenade | 600 | Unlocks sticky grenades in Piero's store | | Sword Crossing | 600 | Sword more effective when locking/pushing | |________________________|_____|____________________________________________| The Sticky Grenade blueprint is in the guardhouse during "Lady Boyle's Last Party," or in Mosley's Warehouse during "The Flooded District". Speaking of "The Flooded District," if one doesn't get the Explosive Bullet blueprints from Tobias' office in "Return to the Tower," they appear in the abandoned vehicle at the beginning of Central Rudshore. _______________________________________________________________________________ ������������������������������������������������������������������������������� VI. FREQUENTLY ASKED QUESTIONS [FAQZ] _______________________________________________________________________________ ������������������������������������������������������������������������������� [Q] - What's all included in the GOTY version? [A] - The base game, all four preorder packs (combined into "Voidwalker's Arsenal"), and the three DLC add-ons (Dunwall City Trials, The Knife of Dunwall, and the Brigmore Witches). The DLC for the game is on the same disc as the main game. The installation icon appears below the main game's icon, once the disc's been read. [Q] - What counts as kills? [A] - Overtly lethal actions taken against humans, like shooting a watchman or stabbing a weeper. Similarly, nonlethal actions that go awry -- like tranqing a guard and dumping him in the river -- are on Corvo's conscience as well. Killing wildlife (rats, watchdogs, river krusts) do NOT count toward the main tally, perhaps because they're more of an environmental nuisance. [Q] - How do you get that rewire tool way up on the kennel's walkway? [A] - Once the kennel area is accessible, stand on the open door and blink to the first catwalk. From there, blink to the nearest wall bracket and turn around, facing the highest catwalk. If Corvo has Blink LV2 and a point in agility, he should be able to warp at the top of his jump, barely getting the arrow icon to climb up. There's nothing there but a rewire tool, however, so skipping it's perfectly fine. [Q] - What is the Heart? Who's is it? [A] - According to the developers, Empress Jessamine's. Some of the Heart's comments hint at this, and they have the same voice actor, to boot. _______________________________________________________________________________ ������������������������������������������������������������������������������� VII. UPDATES & CONTRIBUTORS [UPDT] _______________________________________________________________________________ ������������������������������������������������������������������������������� 01-15-15 -----------------------+ Started walkthrough 04-05-15 -----------------------+ Finished walkthrough THANKS TO... ������������ � Sailor/Ceej, for hostin' my stuff � Corvo the bona fide badass -- let's have a sequel right quick, yeah? NOTES TO SELF ������������� � Hornets' Nest: 4-kill w/ explosive bolt count in lieu of Bend Time? � Dunwall City Trials full gallery unlockables Readers are always free to send in their two cents on above notes, or tips and corrections in general. _______________________________________________________________________________ ������������������������������������������������������������������������������� VIII. LEGALITY [LGLT] _______________________________________________________________________________ ������������������������������������������������������������������������������� This document is intended for private home use ONLY, and may not be reproduced through electronic or commercial means without the expressed consent of the author (P. Summers). It cannot be hosted, edited, or distributed for profit, and may not be given away as an add-in/gift to bought items. All rights are reserved to respective parties, even those not explicitly stated herein. Those who find this document on sites not listed below should e-mail the author (me). Thanks for reading this, and thanks for respectin' FAQ authors. Allowed Sites: Disallowed Sites: � Gametalk.com � cheatcc.com � GameFAQs.com � gamershell.com � MyCheats.com � Neoseeker.com � Gamesradar.com � Supercheats.com � Cheathappens.com � Honestgamers.com � Chaptercheats.com E-mail me for permissions ~ � Cavesofnarshe.com shotgunnova (a+) gmail (d0t) com. _______________________________________________________________________________ ALL I Document � Shotgunnova, 1997-2015 (and countin'!) PREACH IS Dishonored namesake � respective owners EXTINCTION E N D O F D O C U M E N T